Colonize solar systems, smash entire worlds, and crush your foes in epic battles with multiple players and thousands of units. Don't just win, annihilate!
使用者評論: 褒貶不一 (12,671 篇評論)
發售日: 2014 年 09 月 5 日

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"The successor to Total Annihilation, well above average with mechanics rarely found in other Real Time Strategy Games."

最近更新 檢視全部(66)

08 月 26 日

Build update 86422 & Hotfix 86765 Notes

We've recently updated the game with a Hotfix and wanted to share the Build Notes with you. Below you'll find build notes for Hotfix 86765 and Build 86422.

Hotfix Build 86765 - 08/26/15

Bugfix/polish:
Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick.
Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA
Fix for a crash in closestPointPlane
Fix for a crash caused by units trying to initialize a celestial move task after their planet has been blown up but before the unit has been destroyed.
When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you.
Fix for AI crash on shutdown in the interplanetary request system
Fix for a crash in BuildTask
Fix for a crash when loading a save with a unit with a celestial body and no order.
Fix for a crash when SimWeapon is verifying index in one place and not in another
Make main.css rules a little more specific
Fix some cursors on certain Linux drivers
Updated Classic land neural net data.
Sim units no longer kill the server if spawned with an invalid spec id.
Shut down empty load_save servers.
Set +x bit on published Linux files that need it. Fixes the Linux download not working out of the box
Fix default parameters to panel.move.
Fix for boolean inversion in the build task when creating the unit.
Added a 'no-gpu' option to the panel api. This allows us to reduce the number of processes and interacting with the gpu. Enabling software-ui has been know to solve certain ui crashes, and this offers a more balanced solution.

Build update 86422 - Launched 08/18/15

GW
New difficulty ramping system
-Ramps all AIs, including bosses
-Difficulty is added based on distance from starting planet
-Has a modifier for galaxy size
Rebalanced econ modifiers for difficulty levels
Reduce AI on easiest difficulty
Made absurd slightly stronger

AI Changes
Improved AIs start a bit
AI Should respond better to naval threats
AI platoons will not completely lose their task when they encounter enemy forces.
Orbital laser attack task now supports escort squads.
AI now designates a larger area for rally points.
AI will handle its commander better.
If the AI commander is the only fabber on the planet, it will build things, even while heavily damaged.
Allied AIs will be notified when a nuke is intercepted.
AI will no longer build satellites on gas giants.
AI will see unit cannons as more of a threat.
AI will see anti-nukes on another planet as a higher priority target if it has nukes anywhere in the system.
Updated land based neural networks for both Vanilla and Titans.
Fix for AI seeming to ignore pelters as a threat.
AI will try to protect the commander with umbrellas.
Fix for code error in strategic manager.
Get the AI commander to focus on building factories more.
AI can now send orbital units between planets.
Adjusted AI platoon composition.
Fix for AI platoons with small vision and weapon ranges not working quite right.
Updated fighter and bomber neural network data for classic.
Fix for AI units not microing at all.
Fix an issue where the AI would rush unit headlong into a fight for no reason, instead of firing from an appropritate range.
Fix for AI platoons getting stuck against walls due to repeatedly (and unnecessarily) issuing move and attack orders.
Some more adjustments to AI platoon keep at range and micro distance calculations.
Fix for AI land platoons trying to attack things they are not supposed to.

System Editor
Explicit Planets always need a generator because we can't rely on a default
Added option to toggle off water meshes. Default keybinding is ctrl+w.
Changed default water depth to 100 (from 50)

Balance changes
Make subs a bit faster
Fix torpedos firing at hover units
Grenadier
-Weapon Yaw Range decreased to 90 from 120

Modding
Added "memory" storage API, which is like session storage, but asynchronous and without size limits.
- Added a KO extender to store to memory.
- Galactic war now uses memory storage for passing the battle config.
Fixed inconsistencies in the WorldView.fixupBuildLocation API.

Bugfix/polish:
Set full opacity to pause background
Tweaked the background for sub menus
Added in UI sound effects
Fix for login button
Fix unit idle effects staying on after unit dies
Set vanilla brush spec biome colors
Make community tabs scalable, work at min rez
Fix for a performance issue when hovering over the planet panel.
- The holodeck show/hide was creating and destroying the render target.
- That's very, very bad for performance.
- Now it only lets go of the render target when it has to.
You can now place a build preview over an existing build preview, if the specs are the same. This is most relevant for metal extractors.
Fix for community tab list widths showing null message when the leaderboard is empty
Nav work:
- Expand cmesh walls at buildVoxel time based on move type radius
- This is roughly the same thing we do when placing cost stamps for units/structures. But mildly specialized for cmesh walls (which don't place cost stamps).
- Place cost near edges of unpathability
- This includes not just obvious walls but stuff like shorelines for land units. Hover/Amphibious units correctly receive no cost at shorelines.
- For example a "puddle" on land will be and has always been fully pathable by land units. It's just a puddle. You can't built naval on it either because it's not "deepwater". However because of spheres there will be voxels that have water surface and only water surface. This voxel should be ignored by the cost layer.
- TLDR: apply cost if ((floodable && !pathable(movetype)) || (!floodable & has_flag(avoid_flags(movetype))"
- Fix for some group behavior issues
- Large units always get their own groups
- Hover and Amph constrain down to Amph.
- Minor cleanup
- mMergeSubGroups persists across frames. It only resets to nullptr sometimes. If it starts as null in Group::mergeSubeGroups then it's initialized to the first subgroup in the list. If it persists then it's plausibly later in the list. If that group gets merged into another group that's determined to be closer then there will be an empty subgroup while iterating. Because empty groups aren't cleared until after the full iteration
**- Add correct cost stamp data to titan units so they lay down blocking cost for small units.
Adding turn acceleration to all the boats. Fixes our twitchy boats.
Update CSS and icons on uberbar
Fix the Twitch TV wrapper covering up the close button
Fix for Twoboots commander
Fix for crash related to blips
Don't expect a secondary color for blips in the world hover
Keep single laser tower name on one line
Fix for launching a GW game using a save from the time when commanders were in the old schema.
- There is still some data out there using objects, which results in [Object object].ai on the server.
Overriding build previews with other build previews is now only allowed when combined with a feature requirement.
Added logic which excludes certain defaults systems when selecting a random start system.
Make blips appear properly in the world hover
Unit launcher effects
Layout update for mini-leaderboard tab
Adjusted the formations that units go into while navigating to a position
Unify command bar, special icon atlas, and cursors.
-They now all live in ui/main/shared/img/icons.
Several game_over bug fixes.
Remove Armory refresh button
Adjusting the placement size of a whole bunch of structures in further efforts to reduce the amount of units getting stuck in bases.
Matchmaking: swap original PA background to use titan default

To view the full list of bug fixes and polish, please visit our site here: http://www.uberent.com/pa-classic/news/

12 則回應 繼續閱讀

08 月 18 日

Planetary Annihilation: TITANS is available now!

TITANS is a stand alone expansion for Planetary Annihilation. It includes new units, including 5 new TITAN class units, new maps with new CSG to play with in the editor, a new gameplay mode called "Bounty Mode", a playable tutorial for new players, as well as new balance for Multiplayer, Skirmish, and Galactic War!

Planetary Annihilation has changed, and grown a lot from our original pitch over the last 11 months, and honestly, we have you to thank for helping guide us into making the game what it is today! To say our thanks, players who owned PA before August 18, 2015, will be able to purchase TITANS at 66% off in the Steam Store!

But don't worry! We will continue to update Planetary Annihilation with bug fixes and performance improvements with each new update.

We are proud to bring you the next chapter in the PA universe, Planetary Annihilation: TITANS and we hope you enjoy it!

282 則回應 繼續閱讀

關於此遊戲

Colonize solar systems, annihilate homeworlds, and exterminate your foes in epic interplanetary battles with multiple players and thousands of units. Planetary Annihilation takes strategy gaming to a never-before-seen scale -- and gives players powerful tools to control the action.

Blow up everything, anywhere; dominate with punishing spacecraft, robots, and other futuristic machines of war. Arm asteroids and send them on planet-destroying collision courses. And take over an entire galaxy in a dynamic single-player mode with procedurally generated content. Don’t just win, annihilate!

Key Features Include:


  • Epic Single-Player - Galactic War is a twist on traditional real-time strategy campaigns that has players battling across a dynamic galaxy filled with procedurally-generated content. Every playthrough is different. Annihilation is final.
  • Epic Multiplayer - Play with up to ten friends (or enemies) in massive free-for-all and team-based matches.
  • Spectate And Broadcast - Spectate matches with a suite of incredible viewing options or broadcast with integrated Twitch.TV support.
  • Advanced Command And Control - With intuitive drags and clicks, seamlessly switch between planets, mine resources, create custom unit formations, or pulverize armies.
  • Dynamic Picture-In-Picture - View and interact with your units on another planet in a second window as you focus and control the action in your primary view.
  • Instant Replays - View in-match recordings in real-time while matches are in progress. See when a battle turned by rewinding the game to any point or check out the entire match after a game ends.
  • Smash Planets - Don’t just win, annihilate. End games with the mother of all weapons: an asteroid on a collision course.

*Internet connection required.

系統需求

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS:Windows Vista SP2 64-bit
    • Processor:32 or 64-bit Dual Core or better
    • Memory:4 GB RAM
    • Memory:Integrated graphics with shared memory requires 6GB
    • Graphics:Shader 3.0 / OpenGL 3.2 +
    • Resolution:1280x720
    • DirectX®:9.0c
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.
    • Additional:Windows XP is NOT supported. The game will not run in XP.
    • Offline Mode:To automatically use a local server, we require 8GB of RAM and 4 logical CPUs. Local server requires 64-bit. There is no 32-bit server.
    Recommended:
      OS:Windows 7 64-bit
    • Processor:Quad Core
    • Memory:8 GB RAM
    • Graphics:Dedicated Graphics Chip (Not Integrated) / OpenGL 3.2+
    • DirectX®:9.0c
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.
    • Offline Mode:To automatically use a local server, we require 8GB of RAM and 4 logical CPUs. Local server requires 64-bit. There is no 32-bit server.
    Minimum:
    • OS:OS/X 10.7, 10.8, 10.9, or 10.10 (64-bit only)
    • Processor:64-bit Dual Core or better
    • Memory:4 GB RAM
    • Graphics:Shader 3.0 / Open GL 3.2+
    • Resolution:1280x720
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.
    • Additional:32-bit versions of OS X are not supported
    • Offline Mode:To automatically use a local server, we require 8GB of RAM and 4 logical CPUs.
    Recommended:
    • We urge all OS/X users to use the free upgrade to 10.9 or 10.10 to guarantee maximum compatibility and performance.
    • Offline Mode:To automatically use a local server, we require 8GB of RAM and 4 logical CPUs.
    Minimum:
    • OS: Any Linux distribution supported by Steam, 64-bit only
    • Processor:64-bit Dual Core or better
    • Memory:4 GB RAM
    • Graphics:Shader 3.0 / Open GL 3.2+
    • Resolution:1280x720
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.
    • Additional:32-bit distributions of Linux are not supported.
    • Offline Mode:To automatically use a local server, we require 8GB of RAM and 4 logical CPUs.
    Recommended:
    • OS:Any Linux distribution supported by Steam, 64-bit only
    • Processor:64-bit Dual Core or better
    • Memory:8 GB RAM
    • Graphics:Shader 3.0 / Open GL 3.2+
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.
    • Offline Mode:To automatically use a local server, we require 8GB of RAM and 4 logical CPUs.
值得參考的用戶評論
7 人之中有 6 人(86%)認為這篇評論值得參考
161.4 記錄時數
張貼於:06 月 25 日
玩了超過100個小時....體驗了非常多的遊戲內容

這款遊戲要連網主要在於雲端運算
不然5v5的話就算是i7-4790也不夠能應付

遊戲內容我覺得是RTS中的一款大作
先進的球型地圖,各種特別玩法之類的

平衡問題的話呢,因為沒有種族的關係,大家的兵都一樣
所以不是問題

負評多很大部分是因為EA時遊戲的不完善所造成的
像是單人存檔等,現在這些功能都有做出來而且也挺完善的,沒有問題

遊戲來說整體還是非常不錯的
這篇評論值得參考嗎? 有趣
8 人之中有 5 人(63%)認為這篇評論值得參考
有 1 位使用者對這則評論感到有趣
5.4 記錄時數
張貼於:06 月 17 日
預售版評論
這遊戲設計的點很多都很好,整個也很廣大。
但是這是一款超級快速的即時戰略,還不是那種可以慢慢來的東西。導致了東西很多卻玩不到。
事實際上你若是跟玩家玩,一個星球決戰,其它東西別想玩到。

而且全部的東西太多了,卻沒法用值觀快速的方法管理
這不是技術好不好的問題,越高級的場你就越沒有機會玩到東西,高手在你花資源想出走的時候就用那些資源把你幹掉了。
基本上我不建議各位浪費時間買這款遊戲。
步調實在太失敗了。
這篇評論值得參考嗎? 有趣
16 人之中有 8 人(50%)認為這篇評論值得參考
有 1 位使用者對這則評論感到有趣
1.1 記錄時數
張貼於:05 月 14 日
超級糞game
一定要連接網路才可以玩
而且連不到伺服器的話就算是單人模式也還是不給你玩
入手三思,第一次買遊戲不到30分鐘就後悔的
這篇評論值得參考嗎? 有趣
700 人之中有 603 人(86%)認為這篇評論值得參考
有 1 位使用者對這則評論感到有趣
5.4 記錄時數
張貼於:08 月 18 日
devs have a lot of nerve releasing this game as is and then releasing a new "expansion" updated version


you've lost a fan today, Uber, never buying a game from you again
這篇評論值得參考嗎? 有趣
448 人之中有 397 人(89%)認為這篇評論值得參考
有 2 位使用者認為這則評論很有趣
12.6 記錄時數
張貼於:08 月 18 日
Kickstarted with lots of promises but delivered with less of actual content. Also releasing standalone expansion splits the community and devs think selling the same game twice is brilliant economical move.
這篇評論值得參考嗎? 有趣