If you just hold down the metal fabrication building you can use it to cover all within a certain radius.
I out produce my sub commanders generally.
My build order for galactic war is bot/land factory, then set the commander to build all the local metal fabricators and the bot factory to produce 20-25 fabricators off the bat, the first one builds a bank of power plants, the next one goes out and builds an area of metal fabricators, rinse repeat until I meet the enemy. The commander gets retasked to building 10+ Bot/land factories in a row which will just endlessly pump out basic attack units waypointed in the general direction of the enemy commander.
[QUOTE=Tomaster;45259838]So I loved SupCom 2, and grand scale things appeal to me. From what it looks like, this will too. My only question is are they planning on finishing everything?[/QUOTE]
They plan on finishing everything.
When or if they will finish everything is another question.
It's playable and enjoyable at the moment.
The AI doesn't know how to do island hopping maps :(
I booted up PA for the first time in a few months last night and I gotta say, it runs like a dream now. And I love the changes to the UI they've made. The game feels much more fluid.
Assaulting moons is such a [B]FUCKING[/B] drag. Can't be bothered to play games with more than 1 planet. Shit just isn't finished.
i just teleport in with about a thousand land units and they rape everything
[QUOTE=Furnost;45273527]i just teleport in with about a thousand land units and they rape everything[/QUOTE]
Can't you not build teleporters on bodies below a certain size? Because if you're stuck using those landers it's a total pain in the dick.
Yeah, seems like a bit of a cunt that you can only transport one of any kind of unit on those landers.
we just need units cannons so we can bring units in without having to find a clear spot on a planet. You can clear it out as long as it's not too harshly defended and build the teleporter.
[QUOTE=Sgt Doom;45275696]Yeah, seems like a bit of a cunt that you can only transport one of any kind of unit on those landers.[/QUOTE]
Pretty sure that is mainly used for transporting the commander
[quote]This latest update is sponsored by ... Performance. Stability and performance across the board have been improved. Client multi-threading, for instance, has been introduced to the game making it stronger, better, and faster than ever before. Along these lines, the UI has been given a new round of polish, which will make the game feel a lot more snappier when it counts the most.
On the gameplay front, we've done another pass on strategic and build icons. Building and unit icons now have more graphical sizzle, making them more readable when the action gets turbo-hot. Also, strategic icons have received a similar overhaul.
As always, we've included the full notes below. Oh! And if you want a sneak peek at what we're working on right now, press Tab while playing. Delicious, delicious live stats are coming!
Detailed Build Notes:
AI: Re-vamped the AI difficulty levels.
AI: Added a new difficulty flag to set whether the AI prioritizes scouting areas of the planet by metal spot count.
AI: AI can now build the TML Bot.
AI: Increased the value to the AI of destroying metal/energy producers and consumers.
AI: Improved AI attack location selection.
AI: AI will see fabbers as a threat now.
AI: Modified the AI fabber to factory ratio.
AI: AI will build orbital fighters to defend against orbital threats better.
Alerts: Fixed the alert preview border.
Audio: A ton of weapon and move sounds
Audio: WorldAudioDriver now calculates distance to view frustum for 3d world sounds. This distance is passed into the fmod event as a parameter. This let's Howard work his magic to attenuate sounds that are offscreen.
Client FX: Delta V jets should now appear at any distance.
Client FX: Fixed particle system frustum culling, to actually do it properly.
Gameplay: Dead enemy units (especially cmdrs) will no longer trigger sight notifications. This fixes the bug where dead cmdrs triggered VO.
Gameplay: Fix to allow spawn effects to play on non-primary planets.
Gameplay: Fix for SXX not attacking targets while on patrol.
Gameplay/UI: Updated build bar icons. This is a major overhaul of all unit build icons, coloration, etc. You will probably need to re-learn the icons a little bit, but they should also be a lot easier to learn now.
Gameplay/UI: Art pass on all strategic icons. There is now consistent UI language on strat icons that should make it easier to quickly assess your armies/opponents.
Lobby: Spectators will no longer hold colors.
Lobby: Adding a new slot will no longer reset ai difficulty. Also includes various layout fixes.
Linux: Disable persistent buffer mapping on Linux. Turns out there's some issue with it on at least NVIDIA proprietary drivers, so disable it.
Mac: Fix PA.app icon on Mac.
Mac/Linux: Fix period, underscore, etc for Mac & Linux.
Settings: Changes to the keybinds will now correctly register as a change to the settings which allows the keybinds to correctly interact with the restore defaults button.
Settings: The server region selecter will now correctly interact with with the save/ save & exit buttons. Changes to the server region will no longer be applied until the settings are saved.
UI: Fixing the position of the advanced radar in the build bar.
UI: Fix cases where the planet list panel did not sync up with the camera.
UI: Fixed the border around holodecks.
UI: Fix typo in advanced defense tech for GW
UI: Fix for stale error messages showing up in the transit scene. (e.g. Incorrect "failed to connect" style messages)
UI: UI actions triggered by the keyboard should now play an audio response.
UI: Fix for the notification alert acknowledge keybinding (defaults to 'space').
UI: Players (self) will no longer appear in their own friendlist.
UI: Fix for displaying KS backer cmdrs when the backer name is not given. Improved behavior if you redeems a coupon for an item that isn't in the catalog.
UI: Fix bug where players panel was not informed of each armies allies.
UI: Explicitly setting strategic icon priority for base unit specs that use the default value.
UI: Adding the gamestats panel (bring it up with 'tab').
UI: Fix bug in econ display where shared resources could show more pips then intended.
Complex Changes Lists:
[Graphic / Client Multithreading]
- Parallel-for implementation for performant asynchronous and parallel-for processing.
- New lightweight mutexes for high-frequency locking.
- Parallelization of some heavy-weight CPU workloads....
---- Many client update operations are now threadsafe. Or should be.
---- Particle depth sort is now done asynchronously, saving up to 20ms/frame of CPU time for late-game.
---- Animation update is now spread across many cores, giving a 2-4x speedup of this code (typically up to 10ms/frame on late game, now down to 4ms or less on a quad core system).
---- Post animation client update is now spread across many cores, giving a 2-4x speed up on this.
---- Particle update is now done in parallel-for, reducing execution time by 2-4x.
- Strategic icons are now depth and priority sorted, with the commander on top.
- Particles are now distance and camera-frustum culled (reducing rendering overhead by (sometimes) a significant factor (2-6ms observed in late-game).
- Various bug and correctness fixes in particle update and rendering.
[Gameplay] Weapon work:
- Clients can now show units targetting multiple entities
- Any given unit can target up to four unique targets
- Autoweapon task now uses weapon position to calculate distance for determining closest target. This does not change the max range of any unit or weapon, but individual weapons will prefer targets that are closer
- This is most noticeable for the battleship where the front and rear turrets are quite far apart
[Gameplay/UI/Modding] Start of match features:
- Added a 5 second count down after all players select a landing spot.
- On match start the camera will now look at the players choosen spawn.
- The Commander spawned for each player will be selected on match start.
- Added an api call to set your commander id, and updated api call for commander selection to select the commander from id if set. (maintains old functionality (select all commander in an army) if you switch armies or never set commander id)
- Added commander id to the server state message, and set commander id from this (so each client knows the id of the their commander)
[UI / Modding] Hover Panel Information
- The more information is now passed to the ui on hover. Cleaned up the way target information is sent. New information includes: target team (color), damage, rate of fire, build arm metal/energy cost.
- Added names and descriptions to the buildable ammo types. This information will be displayed when hovering an active launcher.
- Hover panels now show extra information, including: thumbnail image, s.icon, team color, damage, rate of fire, damage per second, build power, build efficiency.
- Also includes various fixes to handle the merge to main (the gamestats panel has been included and the game options sidebar has been fixed).
Free Cam
- Debug and free camera controls are now editable
- Free cam now has 6DOF controls in planetary mode
- Free cam controls override any other controls that interfere with it (aka s and f don't make lots of noise in debug camera!)
- Groundwork is laid for unit and celestial based 6DOF controls
- Change your keybindings to get into free cam mode with the 'toggle free camera' option
[/quote]
[QUOTE=FlakAttack;45273860]Can't you not build teleporters on bodies below a certain size? Because if you're stuck using those landers it's a total pain in the dick.[/QUOTE]
So far I haven't seen any moon I can't build teleporters on.
I really screw up my GW tactics at times when I forget what tech I brought into the battle.
[QUOTE=Mbbird;45273510]Assaulting moons is such a [B]FUCKING[/B] drag. Can't be bothered to play games with more than 1 planet. Shit just isn't finished.[/QUOTE]
it's really not that bad.
it just requires having a number of orbital unit factories pumping out as many builders or avengers as you can all aimed at a different planet until you can get a teleporter down and transporting units.
Or just spam nukes.
Oh you can nuke planet-to-planet?
I'll have to try triple nuking a spot on a planet and dropping units from there. Daisy Cutter of the 30th century.
They seriously should add bot AA back into the game. I love bots but since galactic war AI spams air focusing on bots is useless.
[QUOTE=Furnost;45276474][/QUOTE]
multi threading? This should improve performance on my rig quite a bit I assume :D
[t]http://cloud-4.steampowered.com/ugc/50979744354356851/5CA31C00BDCFCA0B4C13027CE7BE8C59F3DD698E/[/t]
Fucken metal planets.
[editline]urgh[/editline]
And then a bit after that my game crashed.
I found the final/main red commander in my galactic war campaign, and I didn't realize that it was going to be on a 4 planet map, versus 4 commanders. I took down one, but now it's just a stalemate because my main planet is completely defended, but I don't have any space technology besides the transporter, so all I can do is send fabricators to try and build a teleporter on one of the other planets. The problem is that they're really just tiny moons, and the AI has also defended the planets just as well, so I can't do shit.
[QUOTE=That Ninja;45286252]I found the final/main red commander in my galactic war campaign, and I didn't realize that it was going to be on a 4 planet map, versus 4 commanders. I took down one, but now it's just a stalemate because my main planet is completely defended, but I don't have any space technology besides the transporter, so all I can do is send fabricators to try and build a teleporter on one of the other planets. The problem is that they're really just tiny moons, and the AI has also defended the planets just as well, so I can't do shit.[/QUOTE]
You just haven't fired enough nukes yet
Guys, do you think this game is gonna flop?
It still has such a long way to go...
[QUOTE=Rocâ„¢;45287244]Guys, do you think this game is gonna flop?
It still has such a long way to go...[/QUOTE]
2 million dollars says no.
[QUOTE=IceWarrior98;45273088]I booted up PA for the first time in a few months last night and I gotta say, it runs like a dream now. And I love the changes to the UI they've made. The game feels much more fluid.[/QUOTE]
For me, the UI feels sluggish and unresponsive, but that may just be me.
[QUOTE=Rocâ„¢;45287244]Guys, do you think this game is gonna flop?
It still has such a long way to go...[/QUOTE]
i don't really see that happening
the RTS genre is a small one so it's not going to be crazy hugely successful but it'll/it is doing fine
Just started a new galactic war and found complete air tech immediately and all I have to say is wow air seems overpowered as hell. As soon as I have around 8 kestrals I can find the enemy commander and immediately kill him. The whole time i've been playing I haven't seen a single use of navel units yet, perhaps I will try online some time.
[QUOTE=That Ninja;45286252]I found the final/main red commander in my galactic war campaign, and I didn't realize that it was going to be on a 4 planet map, versus 4 commanders. I took down one, but now it's just a stalemate because my main planet is completely defended, but I don't have any space technology besides the transporter, so all I can do is send fabricators to try and build a teleporter on one of the other planets. The problem is that they're really just tiny moons, and the AI has also defended the planets just as well, so I can't do shit.[/QUOTE]
Yeah, it really sucks when I discover I don't have orbital tech or nukes in GW.
[editline]4th July 2014[/editline]
[QUOTE=Rocâ„¢;45287244]Guys, do you think this game is gonna flop?
It still has such a long way to go...[/QUOTE]
Fuck no it's already in great shape, the frequent updates and how so much is already planned is a really good sign. The latest performance update made it playable on my shit-tier school laptop too.
[QUOTE=Killzor;45287990]Just started a new galactic war and found complete air tech immediately and all I have to say is wow air seems overpowered as hell. As soon as I have around 8 kestrals I can find the enemy commander and immediately kill him. The whole time i've been playing I haven't seen a single use of navel units yet, perhaps I will try online some time.[/QUOTE]
Half the naval units are worthless, the other half are op. They're all so slow that the enemy will see any attacks coming 5 minutes beforehand, and none of them can go onto land.
naval units seem really good to me, like they move slowly and are restricted to water, but they hit extremely hard/good value for money
Holy shit. After retereating to two moons and building halleys on both, the moon with my commander got nuked and invaded. I promptly teleported my commander off, and launched the moon straight into the planet it was orbiting.
The enemy commander was on that same moon. :v:
[QUOTE=Mbbird;45273510]Assaulting moons is such a [B]FUCKING[/B] drag. Can't be bothered to play games with more than 1 planet. Shit just isn't finished.[/QUOTE]
Try assaulting this.
[IMG]https://hostr.co/file/GNjX5FwNKMJR/PA2014-07-0422-36-28-37.png[/IMG]
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