TITANS PTE build 89626-pte is now live!

Discussion in 'PA: TITANS: General Discussion' started by mkrater, October 15, 2015.

  1. mkrater

    mkrater Uber Alumni

    Messages:
    1,349
    Likes Received:
    1,830
    AI Changes:
    AI will do a better job of keeping the Commander safe.
    Improved the AI's use of Tesla Bots.

    Bugfix/polish:
    Bolos are now named Ants.
    You can no longer assist non-friendly units.
    Improvements to the local server warnings:
    1) If you have set the local server setting to OFF, you will no longer see a message warning that your computer does not meet the requirements. It will still warn you that you have to either sign in or change your settings.
    2) The local server option in the server browser will be disabled if you have set the local server setting to OFF.
    Certain UI elements in the system editor would appear briefly while the JS was loading. They no longer appear before the scene is ready.
    Added keybindings for the 'ammo' build group. Added the structure tag to land mines.
    Removed the 'basic' type from land mine, so that normal fabbers cannot build it. Also added the naval type, since mines can be built on water.
    Prevent player kill notifications from popping up at the start of a replay.
    We now wait to check if the current build version is out of date until after the user has signed in.
    Fix for case where a second ragnarok firing would overwrite a previous ragnarok firing.
    Fix starting planets not being indicated in the details pane of the server browser.
    Fix for an error that occurs when reconnecting to a game more than once.
    Add Able commander to the catalog. This allows those that have Able to play it online.
    Inform Windows that we are "DPI-aware" to fix Windows 10 changing the resolution of the game while in full screen mode.
    Fix for audio dropping out in long/big games.
  2. optimi

    optimi Well-Known Member

    Messages:
    572
    Likes Received:
    652
    Victory!
    pieman2906 likes this.
  3. g0hstreaper

    g0hstreaper Well-Known Member

    Messages:
    686
    Likes Received:
    553
    I wonder why this is here Kappa @Alpha2546
    cwarner7264 likes this.
  4. DeathByDenim

    DeathByDenim Post Master General

    Messages:
    4,325
    Likes Received:
    2,118
    dancing.gif
    tunsel11 likes this.
  5. Alpha2546

    Alpha2546 Post Master General

    Messages:
    977
    Likes Received:
    1,561
    So this means.... no assisting enemy fabricators on catalysts? no assisting bombers on metal extractors?

    [​IMG]

    Damn you! @Sorian You're taking away my mojo!
    andreasgg, xanoxis, tunsel11 and 7 others like this.
  6. huangth

    huangth Active Member

    Messages:
    498
    Likes Received:
    209
    Everything is good except this one.
    What's wrong for it?

    Maybe someone wants the non-friendly Ragnarok to be finished. :p
    tunsel11, ljfed and n00n like this.
  7. aevs

    aevs Post Master General

    Messages:
    1,051
    Likes Received:
    1,150
    Does this mean no more assist-pushing enemy units and stacking stationary bombers over enemy units/structures?
    I always found it funny that giving T1 bombers assist commands instead of attack commands would let them kill things (mostly mex) much faster (albeit with more risk from AA).
    stuart98 likes this.
  8. wondible

    wondible Post Master General

    Messages:
    3,279
    Likes Received:
    2,084
    Some new in-game registration code as well. I suspect something Good is coming ;^)
  9. n00n

    n00n Active Member

    Messages:
    345
    Likes Received:
    210
    You can change the move orders to hold position and then a move command over the mex.
    [​IMG]

    (but it requires multiple bombers or move commands as they only fire once per move command and again when leaving).
    Last edited: October 18, 2015
    andreasgg likes this.
  10. devoh

    devoh Well-Known Member

    Messages:
    445
    Likes Received:
    404
    We shall see about that. :)
  11. nixtempestas

    nixtempestas Post Master General

    Messages:
    1,216
    Likes Received:
    746
    The ANT, it LIVES!!!
  12. ace63

    ace63 Post Master General

    Messages:
    1,067
    Likes Received:
    826
    Is the "bots move into melee range when attacking" bug fixed yet? I don't think I wanna play the game with this still in...
  13. huangth

    huangth Active Member

    Messages:
    498
    Likes Received:
    209
    I think this should depends on the weapon range of the bot.

    Dox and boom bot should rush into melee range,
    but GIE and bluehawk should not.

    For the slammer, I don't know it should or shouldn't rush into the enemy.
    Slammer is out range to many T1 units, but its range is shorter than leveler's.
  14. ace63

    ace63 Post Master General

    Messages:
    1,067
    Likes Received:
    826
    Boom yes, but Dox and Grenadiers definitely not. Yet when you order them to attack they hug the enemy. This is utterly annoying.
  15. huangth

    huangth Active Member

    Messages:
    498
    Likes Received:
    209
    I think the Grenadier should not, but the dox should.

    The range of dox is too short to almost anything else.
    If the dox just stop at the max range, they will be kited by T1 tanks easily.
    You will see dox run, stop, fire, and they need to move again to catch the moving target.
  16. ace63

    ace63 Post Master General

    Messages:
    1,067
    Likes Received:
    826
    Sorry you are wrong. The are way faster than T1 tanks.
    And the way it is now they suicide into every inferno/boom/vanguard/whatever they can find.
    This is definitely a bug and should not be in the game.
    stuart98 likes this.

Share This Page