Community Announcements - [Uber]CannonFodder
With the continued support of some of our most dedicated community members, we've just released a large patch that improves performance across many areas of the game.

Summary of Changes
  • Added Multi-threading support to both client and local servers
  • Tweaked AI
  • LZ4 compression for server mods
  • Major rework of the System Editor
  • Lots of bug fixes and polish

Multi-threading support
  • Added option to server settings tab to enable multi-threading for local servers.
  • Added server command line option "--mt-enabled" which enables server multi-threading if present.
  • The Nav, Physics, and AI updates are now run in parallel when enabled.
  • These changes do not affect Uber hosted games, only local and private servers (if configured)


AI changes
  • Retrained all AI neural networks.
  • Made changes to reduce AI baiting
  • Support for unit restrictions in new game lobby (work in progress)
  • Added multi-thread safety to the AI neural networks


LZ4 compression for server mods
  • Enable LZ4 server mod compression on servers with replay version >= 2, to help reduce client load times on servers with large mods
  • Added check to enable LZ4 server mod compression only on new servers that can support compression based on replay version sent in login acceptance message.
  • Currently this also changes replays. Older builds cannot load replays created by newer builds with LZ4 compression of server mods, but newer builds can load older replays
  • Server version and buildid also sent in login acceptance message will be used for custom server checks in future.


System Editor changes
Refactored system_editor UI, system_editor_view and system_editor_planet
  • Fixed issues where CSG would be lost
  • Fixed lost advanced edits due to events not firing
  • Fixed resolution scaling not set causing incorrect air zoom calculation
  • Fixed unnecessary rebuilding when changing planet
  • Fixed metal spots disappearing when finished editing (invalid placement)

Camera, camera_controller, camera_contoller_planet and camera_controller_space changes:
  • Added mouseLocationAsJson
  • Added toLatLng (was planet private)

System_editor_view and system_editor_planet changes:
  • Fixed encodeCSGBrushListJson to encode preview brushes or builder brushes in planet
  • Fixed addMetalSpot to validate metal spot and any mirror when placed
  • Renamed senedSelectedPlanetToUI to selectedPlanetChanged and cleaned up usage in view
  • Renamed sendSystemSpecToUI to systemChanged and cleaned up usage in view
  • Renamed updateUIPlanetMetalSpots to selectedPlanetMetalSpotsChanged and cleaned up usage in view
  • Renamed updateUIPlanetLandingZones to selectedPlanetLandingZonesChanged and cleaned up usage in view
  • Added selectedPlanetCsgChanged to view
  • Moved terrain editing status from view into planet (it's per planet which fixes lost CSG and unncecessary rebuilds)
  • Moved UI interaction out of planet world into view
  • Moved UI planets ready from planet world to view and renamed to updatePlanetsReady
  • Added arePlanetsReady to planet world
  • Added basic camera lookAt support for planet mode to view (TODO: space camera)
  • Added systemEditor.convertSelectedPlanetToAdvanced for advanced editing in UI to view and planet
  • Added selectedPlanetEditingChanged and selected_planet_editing message for advanced editing in UI to view
  • Added selectedPlanetEditingAsJsonMessage to view
  • Added setLandingZoneSize to planet for advanced editing in UI to view and planet
  • Added camera_movement message for UI to view
  • Added planent_csg updates for UI with selected planet index and current CSG selection for every change when editing terrain to view
  • Added selected_csg message for UI when selectected CSG changes to view
  • Added editing mode and planet status to selected_planet_index message for UI to view
  • Added mouse location to time message for UI (to avoid spamming another UI message) to view
  • Refactored state handling to use new engine messages
  • Added handling to restore editing state when changing planets
System Editor Advanced mode changes
  • Changed advanced edit of no preview placeholder to convert with no csg, metal spots or landing zones
  • Changed advanced edit of terrain preview to convert csg only with no metal spots or landing zones
  • Disabled advanced edit mode changes while planets are building
  • Added landing zone rules editor with camera support to look at landing zone when selected
  • Added landing zone size
  • Added display of delete key bindings when editing metal spots and landing zones
  • Added camera location
  • Added mouse location

System_editor_view / system_editor_planet, csg_brush_preview changes
  • Added resetSystem for loading entire system
  • Added previewSelectedPlanet and updateSelectedPlanet
  • Added releaseCsg and changed grabSelectedCsg to save original position
  • Added cameraLookAt with space camera to focus on sun
  • Added cancel check to release grabbed CSG
  • Added saveUndoPosition and restoreUndoPosition to CSG brush preview
  • Renamed buildAllPlanets to previwAllPlanets
  • Tweaked setLandingZoneSize
  • Tweaked systemChanged and selectedPlanetChanged from first pass
  • Tweaked updatePlanetSpec
Additonal changes
  • Added basic camera support to planet view in system editor via camera_movement handler and api.camera.lookAt
  • Added planet selector with sun zoom to celestial (no more accidentally changing orbits trying to select a planet)
  • Added thrusters required for attack to advanced edit
  • Added clickable CSG command bar showing key bindings when CSG selected (was key bindings help)
  • Added api.terrain_editor.releaseCsg with ESC handling to cancel grabbed CSG and restore original position
  • Added sandbox back into biomes
  • Cleaned up handling of planetCSG, metal_spots and landing_zones conversion to source > brushes, metal_spots, landing_zones
  • Cleaned up initial loading of system
  • Added buildAllPlanets to replace convertAllToTerrainPlanets with checks for existing status to system_editor_view
  • Added resize handling to system editor when editing controls section overflows screen height eg long landing zone lists
  • Added key bindings help when editing csg to system editor
  • Tweaked advanced landing zone size and selected csg updates in system editor
  • Added api.settings.title
  • Added systemEditor.set_flooded_csg and systemEditor.set_no_features_csg
  • Tweaked handling of release CSG
  • Added hasUndoPosition and checks for newly placed CSG with no undo position
  • Fixed message spam when planet or CSG grabbed
  • Fixed csg selection not cleared when ending CSG editing
  • Fixed selected csg not updated when placing new CSG
  • Fixed flooded and weight params not preserved in preview CSG

Bug fixes/improvements
Client_connection changes
  • Added CONNECT_TIMEOUT of 5 seconds and STATE_INITIALIZED
  • Added RECONENCT_DELAY of 0.5 seconds and STATE_RECONNECTING
  • Changed MAX_RETRIES to 2 ( best handled in UI where we can provide feedback)
  • Fix for change from list to vector in ThreadPool and TaskBatch where mTasks size is 1 (macos crash fix).
Connect_to_game scene
  • Added cancel button visible for non Ladder1v1 games after first failure which cancels immediately if no penidng engine connection
  • Changed DEFAULT_CONNECTION_ATTEMPTS to 5 (now less in engine)
  • Added DEFAULT_CONNECT_DELAY of 2 seconds when connecting to a new local server (reduces chance of first time fail while server is still starting)
  • Added DEFAULT_RETRY_DELAY of 5 seconds
  • Added connection attempts of 15 with retry delay of 10 seconds when loading local saved games (server is non responsive when loading big saved games)
Other fixes
  • Updated to FMOD 4.44.64
  • Attempted fix for AMD green planet bug
  • Fixed missing build bar images for Enderstryke71 and Nefelpitou commanders.
  • Fixed incorrect economy rate when new player joins an empty slot cleared by another player leaving / kicked / spectating (or an AI removed) that was an economy rate not 1.0
  • Fixed long timeouts with many retries when connecting to non existent or stealh blocked servers.
  • Fixed loading of big saved games
  • Added cancel button while connecting to server
  • Fix for planet wide patrol task not getting enough initial patrol points, causing the task to constantly reset itself and cause lag.
  • Patrol task, auto repair task, and anti entity task now filter possible targets faster. This represents a decent perf boost for later game.
  • Fixed bounty claimed by ally voice over playing in group for nuclear missle ready.
  • Removed the ?_? AI name, since it was not displaying properly on at least one platform.
  • Fixed lobbyId typo in start rejoinGame, lobbyId not set in matchmaking, ko db extender breaking systems and player guide not scrollable
  • Fixed rejoinGame not settings mods, etc due to consistent use of lobbId vs lobby_id
  • Fixed lobbyId not saved in matchmaking
  • Fixed broken systems when not initialised correctly with default value of empty array by ko db extender
  • Fixed player guide not scrollable due to incomplete white flash fix
  • Fixed server mods not uploaded during host connect for manually started local server
  • Changed community mods CDN URL
  • Removed the Mutex from swizzletree. Instead mEnumerationCount is a std::atomic.
  • Fix for an uninitialized variable that was preventing users from being able to change the playback rate of replays
  • Removed a couple of very spammy log messages
  • Fix for burnables attempting to write out to the burning curve during the shutdown call when the curve was already updated by the call to incinerate on the same tick.
  • We no longer query the order's unit's position for every pass of (is my fellow unit close enough to me). For area patrols with lots of units, this is a huge perf win.
  • Fixed the army patrol target cache to work more like it was initially intended.
  • Added sim performance percentage next to game time in live_game_options_bar.
  • Fix for agent looking at wrong move type value when determining if it should just steer towards its slot position.
  • Fix for formation looking at wrong move type value when determining grid and cushion size.
  • Fix for group moving an agents goal to its slot position when the slot position is not valid.
  • Fixed nav agent logic regarding when to steer towards their group slot position and when to use their own ground path.
  • Fix for a nav agent variable getting modified on when it wasn't supposed to be.
  • Adjusted the logic controlling what nav search spaces get updated per tick.
  • Minor adjustment to nav to prevent units from remaining stuck due to not having a flow field for an extended amount of time.
  • Adjusted nav group logic so that slots are not treated as ahead of the group when the group is not moving.
  • Added gNoMods to startupJS for better handling of --nomods by community mods.
  • Added cores, memory and nomods to getSetupInfo and UI start scene.
  • More multi-threading protection for the unit type db.
  • Fix for Collision Geometry potentially rebuilding its BVH in one thread while another thread is walking the tree. Would only occur if there were multiple AIs and multi threading was enabled.
  • Fix for uninitialized variable in nav agent.
  • Adjusted AsyncParallelForDriver to split work more evenly over threads.
  • Added getVersion to AudioWrapper, NullAudioWrapper, FmodAudioWrapper with decoding and logging of FMOD version.
  • Added getVersion / getRenderer / getShaderVersion to GLRasterizer, NullRasterizer and Rasterizer
  • Added fmod_version, opengl_version, opengl_renderer and opengl_shader_version in getSetupInfo for UI
  • Moved where feature observables are removed to prevent features from mutating the sim history during the retire entities step.
  • Fix for octree::walk deleting the FindState we are working before we were really done with it.
  • Fix for failing to parse a unit type string if one of the unit types returned an empty spec set.
  • This can happen if a spec string includes one of the Custom unit types, but there are no mods installed that makes use of that unit type.
  • Added defeated status and AI personality to army replay info
  • We are no longer allocating a string eveytime we validate a build order. We do this often enough that this is a decent perf improvement.
  • Added checkboxes for selected CSG pathable, mergable, no features and flooded flags
  • Added display of selected CSG JSON (temporary until full parameter editing is finished)
  • Added clearMergableCsg, setFloodedCsg, clearFloodedCsg, setNoFeaturesCsg and clearNoFeaturesCsg to api.terrain_editor
  • Improved and renamed respondToResize to checkResize with cleaner handling of landing zone and CSG json overflow
  • Fixed uninitialised weight, weightHard and weightScale
  • Fixed revert to standard mode while advanced editing with zero CSG, metal spots and landing zones
  • Fixed remote saved games not showing last saved time and incorrectly sorting to bottom of saved games list
  • Fixed minor scroll overflow in frame for player guide article
  • Fixed --nomods handling using new gNoMods in connect to game, new game and replay loading
  • Fixed api.net.joinGame never returning for invalid lobbyId
  • Added cancel to join game after waiting 10 seconds
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Brendan Caldwell)

Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.>

Planetary Annihilation [official site] got a mixed reception. On one hand, the premise and eventual game wasn t too shabby. It took the plague-like swarms of units from Total Annihilation and the hefty robot generals of Supreme Commander and brought the whole RTS genre to it s most ridiculous conclusion, forcing you to wage war on multiple globes. If you survived long enough against your opponent, you might even be able to build a massive thruster and launch one planet into another: the game s ultimate superweapon.

… [visit site to read more]

Community Announcements - [Uber]CannonFodder
After much work with some of our most prominent community members and modders, we're proud to announce our Community Update!

Summary of Changes
  • Community Mods in-game mod manager
  • Custom Server support
  • Server improvements
  • New modding capabilities
  • Numerous UI enhancements
  • Tons of bug fixes
Full changelog below.

1. Community Mods in game mod manager
No external application required. Uninstall your mods in PAMM first and then reinstall them through Community Mods.
  • added community mods in game mod manager to start menu
  • added auto updating of mods
  • added dependency tracking to automatically enable and disable dependency mods
  • replaces PAMM (PA Mod Manager) external application
2. Custom Server support
No mods required.
  • added game server browser support for hosting, joining and spectating custom server games
  • added game invite support for custom servers
  • added game configuration in new game support for custom servers
  • added reconnect support for custom servers to start menu
  • custom servers now advertise max players and max spectators
3. Servers
Applies to Uber and custom servers:
  • added metalClusters, metalDensity, landing_zones_count, metal_spots_count and planetCSG_count to game beacons and system info
  • added support for 32 colours
  • added support for custom commanders
  • added support for selecting of AI commander
  • added server mod identifiers to game beacons
  • added support for custom servers to advertise max players and max spectators in game config beacons
  • added --max-players and --max-spectators command line options
  • added --server-password command line option
  • added --default-lobby-name command line option
  • added --default-game-type command line option
  • added --replay-timeout command line option to set timeout when replay will be written even if clients still connected
  • added --replay-filename command line option
  • added UTCTIMESTAMP token for --replay-filename to automatically name replays based UTC timestamp
  • added support for lobby chat history
  • added support for lobby custom json messages (will also add to playing)
  • improved support for server mods status
  • added support for server mods in replays and saved games
  • fixed null secondary colour causing server crash when starting game and showing new game commanders cinematic
  • added validation of secondary colour
4. Modding
General
  • added support for Legion Expansion mod
  • added support for companion mods to reduce the size of large server mods
  • added game info to session, connect_to_game and various scenes:
  • serverType / game_server_type (local|uber|custom)
  • serverSetup / game_server_setup (game|replay|loadsave)
  • gameType / game_type (Galactic War|Ladder1v1|FFA|TeamArmies)
  • gameModIdentifiers / game_mod_identifiers (work in progress)
  • deprecated joinLocalServer / join_local_server in preference to isLocalGame / is_local_game
  • changed isLocalGame to use the same is_local_game session key everywhere
  • changed join_lobby helper to use isLocalGame
  • updated to latest knockoutjs 3.4
  • added save method to storage extenders
New Game
  • added support for model.send_message('set_ai_commander', {id: model.playerId(), commander: commanderSpecString});
  • fixed empty spectators (playersWithoutArmies)
  • added spectatorCount observable
  • added emptySpectatorSlots observable
  • added serverModsState (uploading/downloading/mounting/mounted) string observable
  • added buildVersion string observable
  • added isLocalGame boolean observable
  • added gameModIdentifiers
  • added serverMods observable array
  • added gameCheats observable arary
  • added localChatMessage(name, message)
  • added mods lobby chat message type
  • added registerHoldReady(identifier, info)
  • added unregisterHoldReady(identifier)
  • added registerJsonMessageHandler(identifier, handler, priority)
  • added unregisterJsonMessageHandler(identifier, handler)
  • added sendJsonMessage(object)
Live Game
  • exposed listen_to_spectators in GameOptionModel
  • fixed lobbyId not set
Build Bar
  • improved modability of build bar (wondible)
Icon Atlas / Strategic Icons
  • added engine support for server mods and reloading (Uber)
Uberbar
  • updated to latest strophe (xmpp used by uberbar and PA Chat)
APIs
  • added api.download for community mods manager (Uber)
  • added api.file.list for community mods manager (Uber)
  • added api.file.zip for community mods manager (Uber)
  • added api.memory.remount for community mods manager (Uber)
  • added api.mods.getMounted (Uber)
  • deprecated api.mods.getMountedMods (Uber)
Engine
  • implemented watcher support for OS X / linux
  • implemented memory mounted shader reloading
5. Polish
Game Server Browser
  • added saving of game server browser filters with reset filters button
Connect To Game
  • added status messages when mounting server mods
  • added busy animation
  • added mounting of server mods when starting game (moved from new game lobby to fix many UI issues)
Galactic War
  • changed default save name to include time
New Game
  • added lobby chat history
  • added planet radius, metal / custom metal, custom landing and custom csg in a tooltip to planets
  • added halleys required and increased size of planet icons
  • added highlights to econ rate when not 1.0
  • moved mounting of server mods when starting game to connect to game
Live Game
  • changed default save name to include time
  • changed global spectator chat default to team chat
  • added spectator label for spectator chat
Live Game Planets
  • added display of metal spots count to tooltip in planets summary
  • reduced size of planets summary tooltip to minimise overlap with preview
  • added metal spots count to planet list with localised metal tooltip
  • reduced height of planets list for large systems with many planets
Live Game Players
  • added right click look at player in PIP
  • added right click track commander in PIP
Uberbar
  • added searching by display name
  • added lobby status to game invites
  • added cancelling of game invites if full or inviter leaves lobby
  • improved reconnect handling
Replay Loading
  • added support for server mods in replays and saved games
  • added downloading server mods status
6. Fixes
GPU
  • fixed windows laptops with AMD GPUs to always use discrete (Uber)
  • fixed negative output of dither in HDR compose pass... should fix crash on Intel 5xx GPUs (Uber)
Audio
  • fixed windows 10 audio issues with updated FMOD (Uber)
Uberbar
  • fixed display names not updating
  • fixed buy missing content dialog description when a classic player is invited to a titans game
  • fixed a long standing issue where a network / data issue or reloading the uberbar reset the user tag map and killed friends list
  • fixed the ubernet extender to not lose data or use bad data from playfab or local storage
  • fixed the ubernet extender to correctly check previous and not update on refresh
  • fixed long standing issue with large user tag and id to interaction time maps (based on optimise user tag map)
  • fixed a long standing issue where idToJabberPresenceTypeMap and idToJabberPresenceStatusMap were not written to session storage
  • fixed long standing issue where searches of existing friends add duplicates to friends list
  • fixed invites to private games
  • fixed long standing issue where previously accepted game invite fails then later invite from same person teleports you into new game without confirmation
New Game
  • fixed game password lost after refresh, selecting system, settings, etc
  • fixed cannot join empty slot issue where player disconnects without leaving
  • fixed the many issues caused by new game lobby loading without server mods ready and the freezes while server mods are uploading and remounting
Live Game
  • fixed alt-tab back to PA then backspace with chat window open triggering window back then reload or connecting to server
Live Game Players
  • fixed missing look at players for spectators
Game Over
  • fixed server freeze 30 seconds after game over while replay is being written which prevents chat, stats, review, etc
PC Gamer

You like free stuff, right? Sure you do. And so allow me to direct your attention to the Bundle Stars website, where they're offering Steam keys for the RTS Planetary Annihilation, which normally sells for $30/ 23, for free.

Free does not mean without effort, of course, and you will have to jump through a few hoops to get the goods. Nothing too onerous, though: Sign up for the Bundle Stars newsletter, join the Bundle Stars Steam group, and eyeball a couple of ads, including one for the stand-alone expansion Planetary Annihilation: Titans at 70 percent off its regular price. And then, blammo—free game!

There are no catches as far as I can tell, and I certainly hope not because I tried it myself to make sure it works (it does), but the offer is only good while (imaginary, digital) supplies last. If you want it, in other words, you'd best get on it.

Community Announcements - jables
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.
Fix for an error that occurs when reconnecting to a game more than once.
Adding new custom commanders: Raptor Enderstryke71, Raptor Nefelpitou
Fix for audio dropping out in long/big games

You can no longer assist non-friendly units.
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 build on water.
Fix starting planets not being indicated in the details pane of the server browser.
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.
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.
Inform Windows that we are "DPI-aware" to fix Windows 10 changing the resolution of the game while in full screen mode
Oct 14, 2015
Community Announcements - meshelleee
Our ranked match making servers are back!


Thank you for your patience as we worked on this issue. <3
Sep 23, 2015
Community Announcements - meshelleee
We've updated the game to fix the infinite loading bug.

Thank you for your patience. <3
Community Announcements - meshelleee
We've recently updated the game. Here are the build notes for the changes.

AI changes:
AI perf improvement to build location updates.
Reduce how often the AI updates planet army data while not training neural networks.
Added some new inputs to the AI neural networks.
-These new inputs represent a more strategic view of the game. This helps the AI take planet wide information into account when deciding where to attack and when to run away.
More work on rally point placement.
Altered the way the AI chooses rally points.
Improved AI threat responses.
AI will utilize boom bot platoons a bit better.


Bugfix/polish:
Added starting planet indicators to the system indicator in the new game, server browser, and load system scenes.
Fix for case were the connect to game screen would hang indefinately due to getting a PollWaitTimeMS response. The screen will now only try a fixed number of times, then give up.
Bug fix for case where client crashed while in a lobby. The server lobby now correctly handles the case where clients disconnect without sending a leave message.
The AI landing zone policy widget will now appear when using a multiplanet system that was not created using the advanced system editor.
Steam users can now choose to use a display name that is different than the default Steam display name.
Reformat keybinds in action bar, display them within tooltips for idle fab/factories, ping, pip. Also added ability to access game stats from game menu.
Fix for issue where players could not join a lobby where the creator was spectating and all other slots were empty.
AI perf fix for when the AI has a number of fabbers that cannot find anything to build or assist with.
Visual tweaks to the ai landing preferences control.
Units will no longer move extremely slowly when in from of a group that has reached its goal.
Fix for segHitPathablePos improperly returning a voxel when the check failed.
-This is to fix a specific case in factory build task where the rolloff position would be unitialized, causing units to roll off at odd angles and move on invalid terrain and get stuck.
Quick pass on armory tab that upsells titans. Now shows the following:
- price
- video trailer
- description (pulled from steam)
- min reqs (isn't set to display relevant platform yet. added work needed.)
Sep 9, 2015
Community Announcements - meshelleee
We've recently updated the game to Build 87296. Here are the patch notes for this build.

AI Changes
Update to the neural network for Classic mode.
Toned down the AI's nuke happy nature.
The AI should always be expanding its economy.
The AI now has a shutdown path to clean stuff up better.
AI will now create and destroy planet managers as needed.
Adjusted AI commander behavior a bit to keep it from doing nothing.
Improved the way the AI updates planet manager statuses.
Improved the way the AI calculates its main economy planet.
Improved the perf overhead of updating AI base deploy data.
Added some new cheap build conditions to test for platoon build items before we do the more costly canFindPlaceToAttack.
AI perf improvements to finding a place to attack.
AI should be less flippy floppy about what fabbers are assisting.
Improved AI Land and Orbital interplanetary assistance calculations.
Improved the way the AI chooses where to expand.
AI will build a bit more defenses.
AI should no longer attempt to build Halleys or Catalysts if an ally already has one or more of them on the planet.
AI will now use the average max range for keeping targets at range.
-This will help the AI keep as much DPS as possible in range of the target.
Fix for the AI getting stuck not sending out attacks due to the AI's factory rally point being inside wreckage.
The AI will now disband units into the general squad.
Improved AI stuck detection for air based platoons.
More work on fixing issues preventing the AI from sending attacks.
Minor fixes to AI threat response.
Fix for issue in the AI where the recon gone state was not being handled.


Bugfix/polish
Add an #id to the Uberbar options button.
Revamp panel ordering to ensure consistent ordering even with child panels
-New order, starting from the top-most panel:
--Main
--Video Player
--Uberbar
--Game
Don't accept input for the game panel until splash is dismissed.
AI influence map perf improvements.
Removed some variables that were no longer needed.
Fix for AI not clearing build items when a factory dies.
Fix for AI crash in land teleport to planet task.
Orbital work:
- Units that are sent as a single order arrive spread out
- If a user made a mod that issued unique move orders across an entire planet it'd work fine and there'd be nothing we could do to stop it
- Distribution isn't even because createCelestialMoveTask is called before all units are added to the order. But it's good enough for now.
- orbital_arrival_radius and orbital_arrival_unit_radius are defined in nav.json. They can be tweaked to fudge things around.
Fix for loading classic saved games.
-The saved games browser will now show saved games for both classic and titans, regardless of current mode.
-If you attempt to load a game that doesn't match your current mode, you will be prompted to switch to that mode.
-The main menu 'load latest save button' will not show a save if you would have to switch modes to load it.
Fix for resource leak related to trees and rocks.
Fix for AI commander getting stuck if it was in danger as it teleported.
Fixes for orbital unit damage upgrades in galactic war.
Fix certain characters in your user name causing games to not start.
Fix for PA owners getting error about "commander_step.pfx" failing to load.
Fix for AI crash if the AI receives a killed unit message for a unit assigned to a planet manager that has been destroyed.
Fix the "Architect" achievement requiring the orbital radar unit.
Fixed a bug where time spent as a spectator was not counting towards the relevant Steam achievements.
Fix for the bug on Linux that caused certain menus to become unclickable.
Mesh rendering behavioral change to help track down mesh culling crash.
Fix for units not leaving wreckage upon loading a saved game.
Fix for the default LOD group not getting set for mesh instances that are added during the frame.
Orbital teleports are inactive for a few seconds after entering orbit.
Fix for client mesh instance crash caused by units transitioning between planets.
Added kickstarter backer name to credits list and their planets names to the planet list.
Fix issue where planes that begin a new move order after moving over CSG would do a slow vertical take off rather than move forward.
Fix a crash that could occur on save/load due to uninitialized memory
Fix some bad perf situations on client.
Fix for unnecessary nav overhead on the client.
Added a draw call limit to the virtual texture processing.
- Helps limit the amount of time spent rendering virtual texture pages.
- Also helps reduce the amount of memory allocated to virtual texturing in texture buffers.
More nav perf improvements, mainly in sweep waves.
Fix for uv scrolling behavior on units. Now materials are only updated when the unit is moving.
Fix for AI crash in transport to planet task if a planet gets destroyed during the loading step.
Editing landing zones will also lock in the position of metal spots (that way they will not be repositioned after you finish editing the landing zones).
Added "anti_entity_targets_units" to weapon specs to speed up anti-entity weapons that do not target units.
Refactored auto repair task to speed it up a bit.
Shared armies will no longer self destruct after 10 minutes if one of the players disconnects. The army will only self destruct if all the players in the shared army disconnect.
Added landing zone options to the AI in the lobby.
-If a system allows multi-planet spawns, you can force the AI to spawn on the same planet as a player, or on a planet with no players.
-If the conditions are impossible, the AI will ignore the restrictions.
-The option should only appear if the planet supports multiplanet spawns.
Added restrictions to the bounty mode modifier. Values must be within [0.1, 1.0]
Community Announcements - meshelleee
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/
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