More bug fixes. More changes. More unicorns. Fairly big balance changes for air and orbital, with ongoing adjustments to the other layers.
More unicorns but no bacon?! I am outraged! Needs moar bacon!!! Can't wait to try out the orbital changes. Orbital keeps on getting better and better, but has always felt a little wonky.
You managed to get me testing these by keeping the UI lag in stable and fixing it in PTE. Time to take a look at that new balance.
- Orbital structures have a base spec - Orbital cost and fab rate reduced; energy cost reduced more. Superweapons (SXX, Adv Radar) reduced less. - Holkins cost not quite halved. - Bomb bots %25 splash damage - Shader changes, mostly "prelight" and "shadow map", whatever that means ;^) - Galactic War card chance tweaks, notably reducing slots and subcoms. Added some more broken double ">" tests, yet others look correct. - Player panel and econ bar have changes for alliances and eco sharing. Don't know if it's fully hooked up yet.
Can we please get the balance so we can go factory first like in the Realm balance mod? I just played the PTE build and strongly disliked having to build metal, metal, power, metal, factory. Seriously. Everyone builds the exact same buildings at the start. So why have that in the game? Give us more variety by allowing us to go factory first and cut out the boring waiting for the first buildings to be finished. It kicks off the action faster.
Started an uber hard GW - galactic map pops up, and I don't have any data banks available. Save and reload does nothing, but if I travel to at least one system (have to reject tech - haven't come across a data bank on the first go), then save and reload, I have three empty slots like normal.
Tried Galactic War to look at the card changes. I've twice failed to finish a game because of the input lockup problem. I saw it a few times last build; in multiplayer I can quite and reconnect, but reconnect doesn't work in GW, so it's basically game over. - camera pan keys work. - pointer moves, keeps it's correct cursor and I think responds to hover. Clicks cause visual effects, but not real game actions. Stuck in the command mode I was in. - Other keys, including ESC, ignored.
When playing galactic war, the AI is building their economy but nothing else. Only when my units begin to attack the enemy commander on the last game I tried, a commander began to build an Air Factory, but nothing else but metal and energy. Is anyone else experiencing this?
For the linux build it seems the bundle 75d9cc7ec2e129f9b2d992c372d3bc5a4315fd45 hasn't been uploaded. Neither the go patcher nor mine can update the stream that way.
Trying to mod the alerts system I am hitting a wall with this: I call these to get as many alerts as there can be: Code: engine.call('watchlist.setCreationAlertTypes', '["Mobile","Structure","Recon"]', '[]'); engine.call('watchlist.setDeathAlertTypes', '["Mobile","Structure","Recon"]', '[]'); engine.call('watchlist.setSightAlertTypes', '["Mobile","Structure","Recon"]', '[]'); engine.call('watchlist.setTargetDestroyedAlertTypes', '["Mobile","Structure","Recon"]', '[]'); Seems to work for all usual stuff. However I have issues with first contact alerts. These do not seem to trigger after calling this code. Only with the default code they seem to trigger: Code: engine.call('watchlist.setCreationAlertTypes', JSON.stringify(['Factory', 'Recon' /*, 'Structure' */]), JSON.stringify([])); engine.call('watchlist.setDamageAlertTypes', JSON.stringify(['Commander']), JSON.stringify([])); engine.call('watchlist.setDeathAlertTypes', JSON.stringify(['Structure', 'Recon']), JSON.stringify(['Wall'])); engine.call('watchlist.setSightAlertTypes', JSON.stringify(['Commander'/*, 'Structure'*/]), JSON.stringify([])); engine.call('watchlist.setTargetDestroyedAlertTypes', JSON.stringify(['Commander', 'Structure']), JSON.stringify([])); Why do first contact alerts even react to this? And why do they disappear even though I only add more general unit types? Also even with no mods at all the player list doesnt update the clickable player icon anymore it seems. EDIT: It seems the setSightAlertTypes that creates the issue. If I set it to Commander or even to nothing it works. Setting it to Mobile did work once I think (not entirely sure) and the moment I add structure it never works for the first contact messages anymore. This looks like buggy behavior to me.
I noticed that live_game still has engine.call(watchlist); the code moved at the same time as the alerts got extracted (67053), so it may have been a merge conflict.
I've seen that as well, but I don't think there is any issue with it. My mod calls it multiple times via multiple timeout anyway since it has to make sure that some other legacy mods are not creating issues.
Disabled all live_game mods except shaders. Happened every game. Latest: Clock is stuck at 12:30. Happened while laying out several (shift key) missile towers with bot fabber (bot commander has a real tough time against air in GW) I'm stuck in build mode with the missle tower selected. I see the small circle that registers a click. Shift causes build queue to highlight. It seems like the holodeck is still getting input, but the UI stopped receiving events. UI debugger console shows nothing recent but playCue calls. Econ bar doesn't seem to be updating although I still have a few factories going through rolloff cycles, so it's like the UI got completely cut off. F5 doesn't work. Actually, I hit "Go" in the debugger and got a blank page. First time this happened I thought I had forgotten to copy the devtools into the new build, but they were already there, and I definitely had them running earlier. I think coherent is locked or crashed. I see three CoherentUI processes running.