Edit: If you're coming to this late, go like bgolus's post instead. He has video, and actually created the effects. Air layer commander explosion:
It means the damage done by the nuke / commander death matches up with the shockwave effect now. The delay wasn't ever actually working, so the shockwave started instantly.
Awesome, this always kinda bugged me but I just assumed that the flame wave was never as fast as the shockwave. I just hope I can un-program my brain to understand this brave new world
Will you guys be introducing a cooldown/recharge timer for the Annihilaser anytime soon? Seems a bit OP to allow that huge laser to fire in semi-auto fashion and blow one planet after another away without any delays. Alternatively, firing the laser could require so much power in storage before you are able to fire it, which it would consume upon firing. At that point, the number of power generators that you have would dictate how long the recharge time would take before you reached the power storage quota for the subsequent shot. I think it would be interesting to make attaining a certain power level a requirement, so that conceivably your economy system wide would be a factor in firing the laser, which opponents could affect between shots. EDIT: Either way, I could see an audio alert implemented for the laser preparing to fire another shot. Something like...."Annihilaser ready to fire in T minus 60 seconds", then a final 10 second Aliens (movie) style countdown that ends with something like "Annihilaser recharge completed".
Haha so not supposed to be a female commander? Is it your commander? I like the design and it may actually be my first commander purchase.
WOOOOOW I've just discovered CSG editing ..... just impressive, can't wait to see additional features
Eh, bug: Ice planets are missing in the biome selector in the planet editor. And bug: "Edit CSG" button highlight gets out of sync with editor state when pressed during planet generation. And bug: Grabbing mirrored CSG always grabs the unmirrored source, and swaps it with the mirrored copy if you are on the mirror side of the planet. Meaning your CSG just got mirrored by force, and the original is now on the other hemisphere. And bug: There is no selection preview (highlighting CSG wireframe white on click) when clicking on mirrored CSG, grabbing however does something. (See previous bug.) And bug: Mirrored CSG dragged onto equator isn't "unmirrored", and "unmirrored" CSG dragged away from the equator is not mirrored. And bug: Mirrored CSG is not linked properly on first ctrl+v. The copy only syncs with the original once you have dragged the copy at least once manually. And bug: Pressing "Edit CSG" before the CSG has been initially created, makes the planet "blank" without any CSG. Disabling "Edit CSG" and clicking "Preview" generates the missing CSG. And bug: Wireframe for the cross section trenches on metal planets look ... weird? They span half the planet under the surface of the planet. And bug: Metal planet pole caps are not CSG? Well, you can delete them, and they appear to be mirrored. But they appear to be hard baked into the planet as they are not shown as wireframe, but hard baked features when edit mode is active. When the corresponding wireframe is deleted, the caps remain until the preview is generated. And bug: Zooming below the planets surface during planet generation appears to corrupt the game, there's a hole in the planet where the planet was clipped. Retriggering the preview process then freezes the holodeck (not the UI!). EDIT: Freeze isn't permanent, only a few seconds, but the corruption is and will remain even when regenerating the preview.
What I wonder about is anyone already managed to allow build on top of CSG once again? Also from navigation debug mode it's looks like there is 3D grid and airplanes should able to go through the ring made of objects, but they always go on top. So multi-level work for bots and vehicles, but not for air.
It means you have a fraction of a second more time to run away. If I got my math right the difference is: