PTE Build 80155-pte is now up

Discussion in 'Planetary Annihilation General Discussion' started by mkrater, March 25, 2015.

  1. mkrater

    mkrater Uber Alumni

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    Updated OP:
    Build 79896-pte 3/30/15

    Balance:

    Commander
    - Build Arm Energy Demand decreased to 1750 from 2000​

    Bomber (Bumblebee)
    - No longer deals AOE damage upon death​

    Fighter (Hummingbird)
    - No longer deals AOE damage upon death​

    Missile Bomber (Hornet)
    - No longer deals AOE damage upon death​

    Interplanetary Fighter (Phoenix)
    - No longer deals AOE damage upon death​

    Grenadier
    - Now prioritizes turrets and commanders over its normal targeting priorities​

    Bot Factory
    - Placement Size changed to [40,55] from [30,55]
    - Area Build Separation decreased to 2 from 10​

    Vehicle Factory
    - Placement Size changed to [40,55] from [30,55]
    - Area Build Separation decreased to 2 from 10​

    Naval Factory
    - Placement Size changed to [40,50] from [20,50]
    - Area Build Separation decreased to 2 from 10​

    Air Factory
    - Placement Size changed to [40,40] from [30,30]
    - Area Build Separation decreased to 2 from 10​

    Advanced Bot Factory
    - Placement Size changed to [60,80] from [50,80]
    - Area Build Separation decreased to 2 from 7​

    Advanced Vehicle Factory
    - Placement Size changed to [60,80] from [50,80]
    - Area Build Separation decreased to 2 from 6​

    Advanced Naval Factory
    - Area Build Separation decreased to 5 from 10​

    Advanced Air Factory
    - Placement Size changed to [60,60] from [50,50]
    - Area Build Separation decreased to 2 from 7​


    Bugfix/Polish:

    - Updated AI land neural net data

    - Fix to how AI expands to other planets
    - Added 3 prototype maps
    Prototype 4-3-4
    Prototype 4-2-2
    Prototype 4-1-4​
    Last edited: March 31, 2015
  2. Quitch

    Quitch Post Master General

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    @sorian, is that a code or script thing?
  3. thetrophysystem

    thetrophysystem Post Master General

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    2 things about placement:
    1) Does air factories need space? Like, besides looking non-clipping, they need no room around them to function.
    2) The increased space the other factories need for rolloff, could it be complimented with, at least, a larger grey decal that they sit on, or at most a red outline when placing the building that shows exactly the area it consumes as to be more obvious you are in fact depriving yourself of a functioning metal spot?
  4. jables

    jables Uber Employee

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    They still run into issues of commander getting stuck with the old default spacing unfortunately.
  5. planktum

    planktum Post Master General

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    What does "Removed death weapon" mean?

    I'm liking the decrease to the commanders energy draw.
  6. mkrater

    mkrater Uber Alumni

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    Sorry about that, I should make the "death weapon" more clear. It means it no longer deals AOE damage upon death.
  7. planktum

    planktum Post Master General

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    You mean that when the unit dies/explodes, it doesn't deal AOE to other units stacked on top of each other?
  8. cola_colin

    cola_colin Moderator Alumni

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    yes
  9. planktum

    planktum Post Master General

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    But I thought that was added to stop people from stacking units?
  10. cola_colin

    cola_colin Moderator Alumni

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    and it seems the decision was made that it is a bad way of doing it. But that's also what the change looks like.
    @tvinita may be able to explain more.
  11. killerkiwijuice

    killerkiwijuice Post Master General

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    https://forums.uberent.com/threads/hotfix-build-79600-is-live.68270/page-9#post-1077792

    lol rip
    Remy561 and websterx01 like this.
  12. mkrater

    mkrater Uber Alumni

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    While the changes are in PTE, we can experiment and see if it works. If not, then it won't go in the live build. :)
  13. cola_colin

    cola_colin Moderator Alumni

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    well there are no other changes to air, so it's just back to how it was before?
  14. planktum

    planktum Post Master General

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    Is that actually possible? If so, couldn't they just change the AOE to only affect friendly units?
  15. cola_colin

    cola_colin Moderator Alumni

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    he killed his own commander that way.
    After that the range of the explosion was reduced and now they play around with the idea of removing it again.
  16. planktum

    planktum Post Master General

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    Well that was just stupid! Doesn't seem like a very good reason to remove the AOE.
  17. cola_colin

    cola_colin Moderator Alumni

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    There is a pretty easy way to completely break pathfinding: place a factory in a tight spot so that it nearly closes of the path. You may still be able to by hand carefully guide units around it, but the normal pathfinding suddenly decides to try and go through csg. Walling of with walls works as intended. Factories are cursed it seems.



    first tested in stable, video made in PTE

    Found in the steam forums http://steamcommunity.com/app/233250/discussions/0/618457398976825839/
    Last edited: March 31, 2015
    Zaphys and DeathByDenim like this.
  18. thetrophysystem

    thetrophysystem Post Master General

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    Couldn't we agree, after a certain point, within reason, that it is definitely the player's fault for building a base like this?

    I mean, one last tweak, would be allowing only mexes to be placed within factory's alloted space but check and deny construction within clipping into any structures, while not allowing anything else to build within factory's alloted space. I know there is a way to do this, I had a space mod not allow jigs to build close to each other but allow other things to build within this range of jigs. It prevented jigs from being too many, but didn't limit the rest of a players orbital building.
  19. crizmess

    crizmess Well-Known Member

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    You can argue about it, but usually (at least for my definition) it is only the users fault if he/she knows how the program will behave. (Like formatting your hard drive, despite knowing that all the data on C: will be lost.)
    But for my taste, the behaviour shown by colin falls more into the unexpected category. Why should pathing depend on the structure you build?
    It looks like something within the initial search breaks down if it encounters some buildings in its way. And instead of a path being followed, the units just heading into the direction of the goal.
  20. iacondios

    iacondios Active Member

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    I assume that "- Fix for chronocam vision after game has ended" doesn't include the Economy / Army / Alliances box? Because that still does not properly update in chronocam in post-review for me. Is this still true for anyone else?

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