some of my matches with AI are so weird, theyll just not do anything for minutes at the beginning of the match, or roam around a planet with their commander for no real reason. it might seem like theyre trying to find a better spot for a base, but with the metal locations being just a single one located here and there on the planet theyre just hugely wasting their time
[QUOTE=Pigbear;46853023]I tried to play a match with an AI and it didn't do anything until I was literally shooting its two mass extractors, Why?[/QUOTE]
Probably bugged out. Usually the AI plays a very aggressive early game.
The AI in galactic war is kind of inconsistent too, but I sort of like it. Sometimes they'll spend their early minutes with their commander wandering around making tons of mass extractors with just one air factory running the base, other times they'll turtle down early and raid pretty hard. Makes it rather unpredictable.
Also, my galactic war AI goes air factory first pretty close to 100% of the time. Means early fighters can knock out their expansion pretty easily if you can take out their air fabricators.
my best ai bug
galactic war, so the ai gets random units to build, he got no factories whatsoever
he just built mexs and i rolled up with like 10 tanks and shot him to death
PA is so beautiful if you don't spend all your time looking at strategic icons.
This mod makes the skybox of PA a lot more beautiful.
[img_thumb]http://i.imgur.com/2bf1LP5.jpg[/img_thumb]
[url]https://forums.uberent.com/threads/rel-custom-skybox.56562/[/url]
I wish the game had savegames.
[QUOTE=RaTcHeT302;46867636]I wish the game had savegames.[/QUOTE]
Uber Entertainment will add the save game functionality in the future.
Planetary Annihilation’s saved games will be tied into the Chrono Cam system. Players will not need to save the game at certain points. Players can simply use the Chrono Cam to rewind the game and pick it up at any point. Similarly, players will be able to send save files to their friends for them to watch or play themselves.
- [url]http://pamatches.com/wiki/saved-games/[/url]
- [url]https://forums.uberent.com/threads/how-do-i-save-my-game.53919/[/url]
when are the backer rewards going to be sent?
They said it would come august time.. and it's now 2015.
[QUOTE=darkgodmaste;46867084]
[img_thumb]http://cloud-4.steamusercontent.com/ugc/553146966050645698/AA470A5CCA578F127DB4E912888309DD2958650C/[/img_thumb][/QUOTE]
what even are those big tanks, mods or something? ive wanted bigger units
adding to dumb AI, i decided to spectate a 1v1v1v1 of normal AI, and by god it just pissed me off watching them. one AI obviously had the upper hand against one after a bit into the match, and was on the verge of destroying it. yet it held its land units on the outside of the base for whatever reason, making them roam around in circles when it could have destroyed the commander at any point in time. it kept on sending in its bombers to make a bombing run, but before they actually did any bombing it pulled them back, and the enemy AA was able to get in a few shots as they left. i hope this is just bugged or something because i dont think a 'normal' difficulty AI should be acting like that, even if its the easiest difficulty
Aren't those just the Levelers?
My levelers have never looked that big. Which is sad cause they should.
That is something that irritates me about PA. There is no mega-sized units. In a game like this, it would make complete sense you could make gigantic units that can't move between planets to give a goal for people fighting each other on one planet.
[QUOTE=Tudd;46879938]My levelers have never looked that big. Which is sad cause they should.
That is something that irritates me about PA. There is no mega-sized units. In a game like this, it would make complete sense you could make gigantic units that can't move between planets to give a goal for people fighting each other on one planet.[/QUOTE]
One of the things I most miss is the giant units of SupCom, those would look amazing crawling over this world, capable of being seen over a horizon.
Give me my giant laser shooting spider robots. I need them.
people argue that PA isnt about game-ending super units but who says they exclusively have to be game-ending? i just want bigger units that are balanced instead of having just ants
i would settle with game-ending units too though
They need spider mechs with giant cannons mounted on them that can only be fired when deployed, and by giant cannons I mean Nuke Cannons, and by deployed I mean they jam their legs into the ground in order to gain stability, by essentially grabbing the land.
Still can't believe they passed up the opportunity for super-large units in their planetary system-based strategy game.
Possibly shows how truly tight their budget must have been.
[QUOTE=Furnost;46877865]what even are those big tanks, mods or something? ive wanted bigger units[/QUOTE]
It's the Ant4Lyf mod.
This mod includes a few new units, all of which are based around the Ant
[url]https://forums.uberent.com/threads/rel-ant4lyf-mod.66937/[/url]
[img_thumb]http://cloud-4.steamusercontent.com/ugc/553146966050644177/098EFCEFA7DFED86E538A219F2E1EDB516DCAD65/[/img_thumb]
[img_thumb]http://cloud-4.steamusercontent.com/ugc/553146966055899875/793945EB618B2AB1AFE076B3E56AAD6DFD95CF32/[/img_thumb]
Ugh, they DID NOT passed any opportunity. There was time in pre alpha when they asked community "what ya think about this?", they showed model of giant unit with many guns and asked how that would work for game. Yes, it was cool, but it was not good for late game or balance. As time would go on, it would be all big units or nothing (like FAF), and Uber thinks its better that pure army and numbers is important, even if you have only t1, but alot of them. And they want to all tech levels to be important for entire game. So far it works.
And like always, we can mod that in.
So far we have some cool mods, they made kind of dota-like hero commanders mode, where they have some "powers". We can make mega units, and we will.
[b] Dox4Lyf [/b]
This mod aims to create a similar scenario to Boom Bot Wars mod, but dox.
Giant dox can be built from the advanced vehicle factory. Everything is affected by dox in someway.
•Dox are the only units build-able from the bot factory
•Shellers shoot dox and cause a lot of AOE
•Giant dox have a rapid fire laser and 1000 HP. They are roughly the size of a commander and can handle a group of at least 50 dox without dying, thanks to it's minor AOE damage
•Normal dox are 33% faster, ultimately reducing boredom when the lag hits.
•A vanguard protects units like a shield, it functions like a normal vanguard, except with an explode-on-attack mechanism
•T1 orbital radar is fast and cheap, but the orbital factory is expensive
•Holkins shoot giant dox, and cost far less metal to build. They no longer cost 20k power to run
•Two nukes; snipe your enemy with a low cost missile or decimate their base with a high cost Doxstroyer missile.
•Land mines are useful now
•Experimental T3 dox to end stalemates
•And much more obviously
Dox are love,
Dox are life.
[b] Epic PA [/b]
[url]https://forums.uberent.com/threads/rel-epic-pa.66324/[/url]
•rescale pa with factor 0.5, so make sure you have the textures mod
•expansionist balance changes ([url]https://forums.uberent.com/threads/rel-expansionist.65524/[/url])
•some extra balance changes
Work in progress mods
[WIP][Server] Orbital Warfare Overhaul
[url]https://forums.uberent.com/threads/wip-server-orbital-warfare-overhaul.62878/[/url]
The purpose of this mod is to improve the state of orbital warfare to a point where it is actually fun, interesting and balanced. We have added more unit and structure variety to the orbital layer, and improve orbit-surface interaction, without just shifting the focus of the game into the orbital layer.
they need spaceships and more ways to annihilate planets
See the mod I linked above: Orbital Warfare
[img_thumb]http://i.imgur.com/I4tvu6v.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/0NO9rFY.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/nLbTSgn.jpg[/img_thumb]
[QUOTE=Xanoxis;46882278]Ugh, they DID NOT passed any opportunity. There was time in pre alpha when they asked community "what ya think about this?", they showed model of giant unit with many guns and asked how that would work for game. Yes, it was cool, but it was not good for late game or balance. As time would go on, it would be all big units or nothing (like FAF), and Uber thinks its better that pure army and numbers is important, even if you have only t1, but alot of them. And they want to all tech levels to be important for entire game. So far it works.
And like always, we can mod that in.
So far we have some cool mods, they made kind of dota-like hero commanders mode, where they have some "powers". We can make mega units, and we will.[/QUOTE]
I have a hard time accepting the argument that "mega" units innately unbalance the late game or make T1/2 units useless. It sounds like they just didn't want to take the time to balance out what would essentially be a third tech tier. Don't get me wrong, with their budget that is completely understandable. But they could rather easily make it work if they put the effort in to balance it out and keep base units useful.
[QUOTE=mastfire;46882912]they need spaceships and more ways to annihilate planets[/QUOTE]
Personally I wouldn't mind being able to launch planets into the sun with the Halleys or building some kind of cannon that harnesses the energy of the sun to scorch a planet and maybe another planet-killing weapon that utilizes black holes.
gandalfs maps looked hella cool to play on but the AI must not like enclosed spaces or have its own choice of spawning/randomly spawns on the planet, i loaded up team arena and the AIs spawned outside of the actual fighting area, and they couldnt get inside at all so gg.
[QUOTE=Canesfan;46883944]I have a hard time accepting the argument that "mega" units innately unbalance the late game or make T1/2 units useless. It sounds like they just didn't want to take the time to balance out what would essentially be a third tech tier. Don't get me wrong, with their budget that is completely understandable. But they could rather easily make it work if they put the effort in to balance it out and keep base units useful.[/QUOTE]
Im just saying how it was in FAF and how it could be in PA if done wrong. They have to be not cheap, and be killed easly by many t1 and t2 units.
They are balancing game as it is right now, they can and will add units sooner or later, maybe even "big units"
New Build 76766
Leaderboards
- If player is inactive for 7 or more days, you will no longer show up on Leaderboards
Bugfix/Polish
- Current game list should have improved responsiveness (changed games list to make use of compression to reduce bandwidth requirements).
- Improved server browser behavior (sorting is now by time arrived instead of by game name)
- Adjusted start position for Unit Cannon so it looks right
- Umbrella adjusted for visual improvements
- New icons for nuke and anti-nuke ammo to reflect current color scheme
- Naval Umbrella redesigned to better match visuals of land version
- Art pass for Holkins (land and naval)
- AI fabbers will now try to avoid building where they are standing (should fix long delay for AI to start doing stuff at start of game)
- AI now anticipates upcoming economy income for area builds
- AI should expand faster
- Water depth parameter in editor
- AI will no longer believe Dox can attack while underwater
[url]https://forums.uberent.com/threads/release-build-76766-now-live.67232/[/url]
This game has some of the most satisfying explosions I've seen in an RTS.
Just started playing this again because darn it I'm hungry for an RTS. Its A LOT better than when it first launched I'll definitely give it that.
Quick newbie question though (as someone who p much played the shit out of FA), because the game does a shit job of explaining things, is possible to even upgrade the Commander to Tier 2 stuff? If so, how?
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