PTE Stream: 69170-main

Discussion in 'Support!' started by garat, July 18, 2014.

  1. garat

    garat Cat Herder Uber Alumni

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    This includes still quite a few caveats and emptors, but auto system generation is getting back to where it should be.

    I would LOVE to see a few 8 to 10 person games in this build - please report back here. We've had a lot of late game perf changes, and we'd love to know how the game feels at 30 to 60 minutes with 2000+ units active in the game.

    Bunch of other changes, including awesome looking nukes, etc.
  2. brianpurkiss

    brianpurkiss Post Master General

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    edit: new nuke explosions





    Last edited: July 20, 2014
  3. garat

    garat Cat Herder Uber Alumni

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    Well, I did say I was working on one! :)
    thelordofthenoobs and ArchieBuld like this.
  4. Pychnight

    Pychnight Member

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    New PTE looks interesting, I just put a game up :)
    Last edited: July 18, 2014
    ArchieBuld likes this.
  5. popededi

    popededi Well-Known Member

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    Video not a available, but I sooo want to see it since the screenshot looks awesome!
    ArchieBuld likes this.
  6. brianpurkiss

    brianpurkiss Post Master General

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    You sure? It's public and other people are watching it. I verified in a non-logged in browser.
  7. popededi

    popededi Well-Known Member

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    Interesting, it says video unavailable. On firefox, from UK, not logged in to google. It's just my bad luck probably then.

    Edit: Not embedded youtube site works. Nice vid.
    Fr33Lancer likes this.
  8. liltbrockie

    liltbrockie Active Member

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    Vehicle fabbers are refusing to join in on building tasks when they should on more than one occasion...
  9. wondible

    wondible Post Master General

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    Balance changes:
    - Commander has custom tools for AA missiles and torpedo
    - AA tower cost 300->225, health 500->1000, (weapon range 100->150, now matches guard radius), missiles: slightly increased damage and speed, triple turn rate
    - Dox cost 90->45
    - Vanguard cost 1200 -> 1500

    - AI tweaks
    - Commander explosion changed
    - New effect for nuke explosion
    - new sound effect for air transport
    - As promised, lost of changes to system templates
    - build.js (build bar grid/hotkey placement) anti-nuke moved to combat, utility section juggled around

    Modding:
    - "Analysis" removed from description in unit json
    - new particle shaders, didn't look in detail
    - Game over screen has been worked over, some stats back
    - Gamestats had an overhaul as well
    - CSS Flexboxes making an appearance
    - Many live game scenes have had CSS and HTML formatting changes, looks like general tweaking and polish
    - Quite possibly a major overhaul of new_game; it was big enough to save a new_game_old scene
    - new_lobby.html; looks like a static file used to test new_lobby.css, which is included in new_game
    Last edited: July 19, 2014
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  10. brandonpotter

    brandonpotter Well-Known Member

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    No new commanders yet? hahah.
  11. s03g

    s03g Member

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    Feeling a bit sad - I was feeling so good to see my 2 planets just about to take out the AI commander on the 2 planets that it captured but instead my planets collided - whilst in motion around the sun, to their targets killing me in the process :(.

    On the bug side of things though - there was no animation or crater on either planet - just all of the structures\units destroyed.
  12. brianpurkiss

    brianpurkiss Post Master General

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    I'm so glad the AA tower got a range increase.

    That dox cost change is really interesting. We'll see if it's enough. Since even large armies of doxes can get easily wiped out before ever getting into range of the enemy, I'm not so sure.

    I wish their vision and range would be increased to where they were (100/80), and possibly a slight speed increase.
    Remy561, ArchieBuld and stuart98 like this.
  13. bgolus

    bgolus Uber Alumni

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    Odd, it works if you go to youtube, but not from the forum for some reason.
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  14. popededi

    popededi Well-Known Member

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    Thank you, it's not me going bonkers then.
  15. Corang

    Corang Well-Known Member

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    HAHAHAHAHAHAHAHAHAHAHAHA...

    In all seriousness thats actually really cool but sucks at the same time.
  16. Mereth

    Mereth Active Member

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    planet smash don't wipe the planet anymore
    there are stats calculation and display at the end of a game !

    (sorry if it was in a previous PTE build)
  17. brianpurkiss

    brianpurkiss Post Master General

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    Proportional smashing?!? FINALLY!!!
  18. Mereth

    Mereth Active Member

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    It only destroy what was in the new crater !!!
  19. optimi

    optimi Well-Known Member

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    Woah. Does the commander shoot missiles at air units now?
    Edit: Scratch that. Looks like commanders have specific weapons now.
  20. Methlodis

    Methlodis Active Member

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    Found a small graphical eroor/bug on this one. Seems there is a bit of flickering of units and trees when zoomed out far enough. Don't know if it's an LOD issue, FXAA, or shadows. I say shadows because it seems to more visible on the day side of planets, but is still subtly there on the night side.

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    While spectating an AI game I've also noticed that some of the units/armies are hidden by the fog of war. I've been watching single planet games with 10 AI armies.

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    Fire LODs have lots of pop in when you start zooming farther out, even though you clearly see the trees/bunches of trees that should be on fire.

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    Hmm, I like that change, but it should be a wider destroy area than just the crater. Maybe a 50% increase of the crater area is destroyed. But I do like the fact that a single asteroid doesn't destroy all the land units.

    Though, can it still destroy all the orbital? Since it would help with invading a planet, and because there is no orbital version of the nuke?
    Last edited: July 18, 2014

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