Discussion in 'Planetary Annihilation General Discussion' started by jables, February 6, 2015.
[Damnable double post]
They used 0 energy for everything, so there were pretty OP for getting gates and walls + they were free reclaim too...
Talking about treeconomy. I don't see how a little reclaiming is supposed to be OP.
Yes it gives an advantage. Yes you will need to do it. So what? Are mex spots OP because you have to build mex on them?
You did notice that this change was pushed to the Public Test Environment, right?
PTE build 77965-pte
- Energy Draw reduced from 1500 to 800
- Improvements on AI when making attack choices
- Fixed a few instances of Join Game button not working
But, but.... when is Aeson becoming equal?
My profile picture wants to know...
@knavishplum the way PTE works is, we do changes on this server so you all can play and test them. We then collect feedback and make adjustments. Once these feel good, we release them. At that point the commander changes will be live.
I knee jerked with my reactiona bit; 1500 was a surprise (jables more recent 800 announcement makes at load more sense).
Oh yeah, tbh I don't see the issue really, just a thing to learn about different biomes (like when to use wind in ta). I was just echoing thoughts of the wider forum. I think the wall tactic can be rather strong in expert (read not mine lol) hands though....
Any good player know about this "bug" now. Have you ideas how to fix it? or its ok?
This does not look to be in PTE, which should have a fix for air units landing under the surface layer.
This is supposed to be fixed in the pte...?
From the OP:
I'm guessing that's the one, depending of your definition of "normal ground height".
Is this the disabled name lookup from the previous PTE?
If this proves to stay this way, can we get the combat fabbers assisting ability back?
60 metal/s for 800 energy/s would still be really really powerful and still yield "one fabber supported by combat fabbers" as the only winning scenario.
No they are "combat" fabbers.
Build queue doesn't show for factories not in view.
Create an air factory.
Move the camera away such that the air factory is not in the screen anymore.
Hover over the yellow idle factory button and click on Air.
The air factory is now selected and the build menu appears. Try to build a bunch of stuff.
Observe that nothing appears to have been added to the build queue. (although it actually is building stuff)
Only when you move the camera such that the factory comes into view again will the build queue be updated.
So... what's the status on those small planets in the new PTE? Should I make a bunch of placeholder maps full of radius 100 planets now before it goes live so I have some to work with for the future or will the restriction be removed again?
Is that from the PTE we posted today? If so please:
1) try again without *any* mods running.
2) if it still occurs, please run the coherent debugger, select the uberbar panel, then msg me any errors displayed there.
Otherwise, please try it again with today's PTE.
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