retrry And it is dead for me on Linux More lib workarounds needed. Edit: Fixed it. Same problem as with crashuploader (libcurl) how did you fix the libcurl crash with openssl, I see your link for it but that link doesn't tell me how to fix it
the sooner we get some kind of anti-catapult missile defence the better. Catapult creep is the most annoying thing about alpha gameplay so far, especially on naval maps
There is no (currently planned) anti-catapult specific unit planned. The anti-catapult defense is: send in units. Bombers in particularly are effective. I edited all build notes to remove references to a few security related issues. If you happen to still have them in your history, please don't re-post them. Thanks!
really? that's surprising .... seems like catapult spam could be broken, but that's a beta-balancing-thing I suppose considering that anti balistic missiles have already been invented by us primitive humans I'd assumed that the hyper advanced robots of PA could knock a missile out of the sky without that much trouble
At least the missiles no longer break the rules of physics There is no "Ice" planet type, only an Ice Biome used within other planet types.
Basically go in the system editor script file in your folder and set the range for temperatures from -50 to 100 instead of 0-100. Choosing -50 on planet creation will create a full on iceplanet then (those also work on the server btw.). They also look quite beautiful.
I'm still not entirely sure how to interpret the temperature ("temperture" - it's misspelled in the biome definitions ) ranges. For example, the Ice biome on the earth planet type: Code: { "elevation": [ -1, 0.6, 0 ], "spec": "/pa/terrain/ice/ice.json", "temperture": [ -1, -0.5, 3 ], "water_distance": [ null, null, 0 ] }, has a triplet with values -1, -0.5 and 3 :?:
Someone isn't making use of air units! ... If we set fabbers to patrol our base, will they automatically assist in construction tasks? Were they doing this in some way before, I never thought to put fabbers in patrol mode.
You are still using an obsolet library and now the game is not able to start anymore -.- ./PA: /usr/lib/libcurl.so.4: version `CURL_OPENSSL_3' not found (required by ./PA)
Seems like a bit of a cop out, I'd appreciate more detail. Why bring it up at all if it's not worth mentioning? When devs/companies do the same thing on the app store it drives me absolutely nuts. It also prevents us from knowing what to look for when testing! A great example are the sound tweaks. What sound tweaks? How am I supposed to know which sounds I should be hearing and which ones might be missing or bugged? I'm also bummed that there are working fixes available, for both the ridiculous FPS drain on rapid resource change, and the volume slider, but the bugs persist. It doesn't seem like you guys ever reference bug numbers from the tracker, either. I guess I'm not really seeing the value in attempting to contribute. I guess I could just reflect your own enthusiasm for the change log into the bug tracker "I found a number of various bugs" :roll:
I've been fleshing them out a lot more and including bug tracker references for each build for a while now: viewtopic.php?p=769820#p769820 (this build) viewtopic.php?p=765831#p765831 (last build) I'm obviously still working through this latest build. But I'd rather Uber do a rough set of notes and we flesh it out than them spend more time on build notes and less time on development.
There's over 300 commits since last build, many of which could contain multiple fixes, and many commits would supersede each other. It would take quite some time to go through them to get an accurate log. I think the general logs they are providing are fairly sufficient for now. When they get into the fine-tuning stage of balancing etc., then detailed change logs will be needed, but there's too much variation and new features being added to make the time worth it.
I'm not asking them to be pretty. The raw logs are perfectly fine with me. I certainly don't want to have to save copies of every UI iteration so that I can do diffs myself.
What if there is no proper commit description? I'm have no idea how they manage it in Uber, but not every game development company have useful commit logs, especially when we talking about art assets. In my experience it's was pretty hard to convince artist to do small commits instead of bulk changes... :lol: And to be fair many changes take more text to describe than changed code length are, it's should be even harder for balance/AI changes to describe what your fix doing exactly.
nice stuff, also ai now builds way more air factories but....without wanting to sound impatient...(well ok it does anyway i know^^) is there some shedule when we will be able to go to the moon? i dont mean all the orbital stuff like multiplanets or asteroids to annahilate planets, just play on the normal planet and its moon.