Planetary Annihilation

Cosmic War

[PC] [MAC] Planetary Annihilation

Moderator: JC Denton

Unread postby icycalm » 16 Jan 2015 20:12

I made a dedicated thread:

Galactic Clan Wars (GCW) ... gcw.67313/

Galactic clan war map concept.png

One Exodus guy and one modder from The Realm have expressed interest so far. It's a slow uptake because it's my thread and mostly my idea, so let's hope those two dudes' efforts are enough to convince all the clans to join in as soon as possible so we can start hammering out the details.
User avatar
Joined: 28 Mar 2006 00:08

Unread postby icycalm » 20 Jan 2015 02:02

Very inspirational play guides by Quitch on the Exodus site:

The Planetary Annihilation Pyramid ... n-pyramid/

A Tutorial on the Foundations of Good Play ... -tutorial/

Apart from all his suggestions that you cheat, it's a great general mindset set of guides. I still don't think you should read them before you've got at least 40 or so hours in the game, but after that it's a good idea to do so, for revision purposes if nothing else. The one thing he really hammered home with me is the importance of counter-attacking, even while being under a heavy attack, and the simultaneous attacks from all sides bit. He really made them sound so amazing that it will make you want to do them even if you generally don't like to (as I don't: I'd much rather bring down the enemy's front door with a huge force than play the quasi-guerrilla keyboard-monkey game he's advocating. But he makes it sound so cool that I am tempted to try it).
User avatar
Joined: 28 Mar 2006 00:08

Unread postby icycalm » 22 Jan 2015 02:08 ... ate.67466/

jables wrote:Upcoming work update!

Hey all,

I wanted to get out another update to let everyone know what we’re currently working on. I’m going a bit further in the future than we normally do here as we are focused on a few things that unfortunately take longer than the next update (which will hopefully be out around the end of January). Curious? Well let’s get to it then!

For the end of January, we’re shooting for a fairly large balance pass for the game based on watching and listening to all of you playing. We are still making adjustments to what is going on based on findings and feedback from our PTE build, but you can find the current list over on the forums here (updated with each PTE release): ... -up.67298/

In addition to the balance changes, we have a lot of bugfixes and polish items coming in to improve the overall gameplay, as well as adding in a few new units!


For the end of February we are working toward getting save/load in the game! We know you have been asking for this for a long time, and we’ve wanted to get it in sooner than this, but it was a huge amount of work to get it the way we wanted (and promised on Kickstarter). We are close to having it in great shape however, and will be getting this (our most requested feature) in your hands ASAP! The goal is to get it in the game and released by the end of February. If everything goes according to plan, this should happen. I’ll keep you updated on it throughout February so you know if we run into any problems that might delay it, and we’ll be getting it into PTE as early as possible to work out issues and get feedback.

For March and beyond? Well, we have a lot of stuff we still want to get in the game that we’ve mentioned before, as well as new things we’ve never talked about that we are still experimenting with (playing with Galactic War being one of them... AHH I’VE SAID TOO MUCH! :p). I’ll get you all more info on it as we nail things down, or experiments prove themselves as adding fun to the game.

Some of you know I came on over at Uber around October, and up till now I’ve been concentrating most of my communication on the official Uber forums. Being that we have a ton of awesome players who never make it to our forums, I’ll be making it a point to spread that out a bit to include Steam forums as well as more postings on Facebook and Reddit. Overall, there’s still a lot we want to do with PA, and I’ll be making it a point to be able to share info on that in many more places than before.

That’s about it for now. We’ll have more for you soon, and thanks for sticking with us while we continue making PA the game we all want it to be!
User avatar
Joined: 28 Mar 2006 00:08

Unread postby jeffrobot494 » 22 Jan 2015 02:32

Wow those subs look awesome.

Just played a game against a guy that knew some fancy uber cannon tricks.

uber cannon trickshot.png

(presumably a bug)
User avatar
Joined: 26 Sep 2012 23:59
Location: California, USA

Unread postby icycalm » 22 Jan 2015 16:01

This is what they did with my and Maldor's Galactic Clan Wars idea:

World Team Battle ... tle.67481/

So lame lol. And how are the battles even going to take place anyway? When you are fighing in Germany you'll use a lava planet? Shit don't make sense G! And everyone likes the idea lol. If I were still posting there I'd say the idea is stupid and everyone would hate me again lol.

And all that strategic turn-based bullshit! He doesn't get that all the turn-based stuff is merely meant to facilitate the setting up of interesting battles and give a dimension of continuity to them, so that each battle will feel much more meaningful than before, because it will influence also all the others! So adding Civ-type stuff is stupid, because instead of keeping the focus on the real-time battles it detracts from them, by placing a higher emphasis on the turn-based stuff, which is precisely what we DON'T want to do. We don't want the best turn-based strategist to win, we want the best REAL-TIME strategist! The only reason we are adding turn-based stuff at all is because it is not yet possible to play out a galactic war in real time!

I hope this isn't the real Galactic Clan Wars project they are working on and that retard Gandalf just made this bullshit on his own.
User avatar
Joined: 28 Mar 2006 00:08

Unread postby icycalm » 22 Jan 2015 16:03

Or does this even include PA matches at all? Is it just a board game he made up based on PA units? So much lol, lol.
User avatar
Joined: 28 Mar 2006 00:08

Unread postby theiban » 26 Jan 2015 20:27

Hi CULT comrades.

I am a sick aerogamier, I love making paper airplanes and I have used it as a weapon of mass communication in my cultural events, it works very funny. So I pretend to introduce you in this multidiscilpinar passion, where maths, physics and crafts are fused to make those little paper sculptures that fly.

I have designed a background to make the classic Nakamura Lock, a very easy paper airplane model that flies really good and pretty, the instructions to make it are in URL:

Now you can print it in A4 size and fold it to throw it from a high altitude place to let it fly where destiny decided, some new CULT comrade will be illuminated with the touch of the origlider. And, if possible, make and share a vídeo of the flights, It will be funny.

If you like it I will make other amazing models.

Make the CULT's Nakamura Lock
User avatar
Joined: 22 Dec 2014 22:16
Location: Madrid City

Unread postby Some guy » 26 Jan 2015 21:52

That's hilarious, I might actually make a CULT paper airplane iban.
User avatar
Some guy
Joined: 24 Nov 2010 14:21
Location: UK

Unread postby icycalm » 27 Jan 2015 02:25 ... st-1061670

drz1 wrote:New unit, an advanced fighter that can pass between planets say WHHHAATTTTTT?? Great stuff!
User avatar
Joined: 28 Mar 2006 00:08

Unread postby icycalm » 29 Jan 2015 01:43

Looks like the new build may be going live tomorrow! ... pte.67588/

Get hype!

jables wrote:*new unit*
- Advanced Interplanetary Fighter (Phoenix)
-- Can move between planets
-- Health set to 300
-- Metal Cost set to 720
-- System Velocity Multiplier set to 15.0
-- Gravwell Velocity Multiplier set to 6.0
-- Move Speed set to 80
-- Turn Speed set to 270
-- Surface/Air/Underwater Vision set to 150
-- Damage set to 80
-- Range set to 120
-- Rate of Fire set to 3

*new unit*
- Submarine (Barracuda)
-- Health set to 550
-- Metal Cost set to 500
-- Spawns and moves on the Underwater layer
-- Rate of Fire set to 0.6
-- Damage set to 250
-- Range set to 150
-- Vision set to 150
-- Acceleration set to 40
-- Brake set to 120
-- Move Speed set to 12
-- Turn Rate set to 60

*new unit*
- Stealth Submarine (Kraken)
-- Health set to 2100
-- Metal Cost set to 1800
-- Spawns and moves on the Underwater layer
-- Torpedo Rate of Fire set to 0.6
-- Torpedo Damage set to 250
-- Torpedo Range set to 150
-- Missile Rate of Fire set to 5
-- Missile Damage set to 200
-- Missile Range set to 150
-- Vision set to 200
-- Acceleration set to 40
-- Brake set to 120
-- Move Speed set to 12
-- Turn Rate set to 60
-- Cannot be detected by radar

Tons of other major changes too, so check the thread to not go into battle unprepared!
User avatar
Joined: 28 Mar 2006 00:08

Unread postby icycalm » 30 Jan 2015 18:21

Cosmic War general discussion has been moved here:

And there is now an entire subforum on it:

In other news, the new build is now live: ... ive.67604/

Peeps are complaining that combat fabbers (as opposed to regular fabbers) making walls with grenadiers behind them is OP in maps with lots of chokepoints, and can only be taken out if you use bombers, which requires air superiority.

That's my metagaming quota covered for today, enjoy your submarines and quasi-spaceplanes, people.
User avatar
Joined: 28 Mar 2006 00:08

Unread postby icycalm » 30 Jan 2015 20:43

lol ... st-1063208

mered4 wrote:
cola_colin wrote:
mered4 wrote:It's all about build orders and how fast you can get X units

welcome to the genre known as RTS

That's RTT. RTS is where you actually think about what you are doing instead of memorizing it.

PA is probably the first game in the genre that can truly break free of the stereotype and become something completely off the wall - a game of STRATEGY.

Word for word lifted from the first part of my review. And from mered, no less, my sworn detractor who was happy to finally see me banned from the PA forum.

Everything I say becomes near-instantly the new orthodoxy, even from my detractors. The only difference is that they plagiarize me, instead of giving me due credit. But they still serve my purpose and help carry out my plans regardless.
User avatar
Joined: 28 Mar 2006 00:08

Unread postby agentx » 07 Feb 2015 08:01

Looks like they've added new UI elements to the PTE for idle fabricators and factories like in Supreme Commander. Also new buttons for selecting units on screen by type. I imagine that will be very useful when lots of unit types are stacked or close together. Down the bottom are new buttons for managing control groups.

PA new UI elements.png
User avatar
Joined: 08 Dec 2011 16:33
Location: Australia

Unread postby theiban » 09 Feb 2015 17:13

There is a new idea for Clan Wars in the Uber forum: Clan Wars All Stars ... tch.45463/
Once upon a time, in planet very nice, a cool commander landed, but he wasn't alone...
User avatar
Joined: 22 Dec 2014 22:16
Location: Madrid City

Unread postby icycalm » 02 Mar 2015 22:55 ... st-1073669

Planktum wrote:Planetary Annihilation is the best RTS game ever made.

The is strong within him.

I predict that by 2017 this will be the generally held opinion.
User avatar
Joined: 28 Mar 2006 00:08

[PC] [MAC] Planetary Annihilation: Titans

Unread postby recoil » 18 Aug 2015 22:50

Planetary Annihilation: Titans Launch Trailer: ... ans.69506/

Planetary Annihilation: TITANS is the official standalone expansion to Planetary Annihilation and comes with a raft of new features, including:

-An interactive tutorial
-A host of new units
-A wider variety of terrain, including multi-level features
-Balance changes and improved bot / vehicle differentiation
-Unit wreckage to reward defence
-New bounty game mode
-Better notifications and sound alerts
-Lots more improvements

This expansion is free for all kickstarter backers, and available at 66% off for owners of Planetary Annihilation prior to the TITANS launch. Anyone participating in the Mystery Mayhem tournament who signed up before the release of TITANS on the 18th August will also be receiving a free copy.






User avatar
Joined: 26 Feb 2010 22:35
Location: California, USA

Unread postby icycalm » 22 Dec 2016 11:38

This was released the VERY DAY that I went offline. It's stuff like this that makes people superstitious.

I am going to resurrect that Cosmic War subforum, and to get people excited for that here is some stuff I've found online that shows off the game.

Very detailed article about the additions from Exodus: ... on-titans/

New Titan-specific screenshot thread: ... orn.69556/






And showcasing the unit wreckage:


If you are interested in participating in the Cosmic War turn-based metagame I am preparing, post here:
User avatar
Joined: 28 Mar 2006 00:08

Unread postby icycalm » 23 Dec 2016 12:47

cdrkf sums up "the story so far" that we missed since Titans launched: ... st-1137322

cdrkf wrote:People are touchy because a lot of shade was thrown at PA when it released due to it missing features. The devs though just made a mistake- all the stuff people complained about got added in free updates- it was all going a bit better, then Titans launched and the shade throwers went crazy "it's a scam" despite Uber given the game away free to all 44,000 kickstarter backers and at a heavy 66% off discount to everyone else (btw if you have base PA you should still be eligible for the 66% off price to upgrade).

Despite all that- Uber are still working on it, since Titans release we've had two major updates, the first bringing an integrated mod manager directly into the game. The second (just released) adds multi threading to the simulation and AI which boost performance in multi planet games quite a lot.

Speaking of mods- one thing the game has lacked since the beginning is a second faction- so I highly recommend you install the 'Legion' mod (@Nicb1 was one of the team that built it)- it adds a fulls second faction to the game that is balanced against the main faction. It really adds a lot of depth and its free.

In terms of 'competitive scene'- well there is a 1 v 1 ladder built into the game which I can usually get a game on, though it's not super busy. There are plenty of multi player matches going on usually, and there are small tournaments every few months. It's not a bad scene given the player base is fairly small- although things like tournies do tend to get quite a lot of people back in for a bit.

And here are two screens from OG PA: ... st-1065829



And EroticBurrito's Steam page with his most popular screenshots: ... crollTop=0


Weirdly, some of the images depict the kind of multi-level terrain that Titans added to the game, but Steam says all of them are from the original game, and the dates corroborate this...
User avatar
Joined: 28 Mar 2006 00:08

Unread postby icycalm » 23 Dec 2016 13:18

Legit Titans screens from the Steam screenshot stream:













The new wall looks fantastic compared to the old one. So high tech.



Scroll back in the thread to see what the old wall looked like.

Showing off the new multi-level terrain:


And what the game looks like on three monitors:
User avatar
Joined: 28 Mar 2006 00:08

Unread postby icycalm » 17 Jan 2017 20:06

New POV Camera Mode Testing ... ing.72119/

Planetary Annihilation POV Camera Testing of a Random FFA (video has low detail because the programmer is using a slow laptop) ... st-1137018

mikeyh wrote:
thetrophysystem wrote:At any rate, it's nice to know people will get to appreciate individual models more often, rather than icon-wars. Though still impractical in a competitive or stressful game, at least spectator videos will be spectator-tacular.

That was the plan. I wanted people to see how much is happening during massive battles and to experience the level of detail we normally miss while playing.

I'm expecting lots of great videos. ... st-1136861

mikeyh wrote:
tatsujb wrote:does this tie into getting multi-screen support? you have free reign to be brutally honest I'm not pressuring you to get that in.

wasn't multi screen supposed to work thanks to PIP tech or did I get something wrong here?

Multiple full screen displays using OpenGL with Coherent UI is an entirely different beast with so many performance and compatibility issues across platforms with the current supported specs.

It was probably a nice idea in 2012 until someone actually tried to implement in anger during 2013.

Not something I'm looking at and well outside my current skill set.

That's a huge letdown. I am still hoping for someone to come in and brave the difficulties and implement it thought. Nevar lose hope!
User avatar
Joined: 28 Mar 2006 00:08

Unread postby Some guy » 21 Jun 2017 14:15

Enhancement Update 105067 is now live! ... ive.72462/

wyao wrote:A host of new custom commanders, free for everyone!

Added Locust, XOV, Reaver, spz58624, raizell, visionik, tykus24, mostlikely, nagasher, zancrowe, kevin4001, damubbster, commandonut, sadiga, jt00010177, vidicarus

Balance changes:

Removed friendly commander reclaim
Changed grenadier group preference to back
Changed default bounty to 0.25

POV Camera Mode, Spectator Selection, Holodeck Improvements

A POV camera mode that follows a unit and watches the action from their perspective! The default keybind for this is Ctrl+Shift+M.
More details can be found on the following thread in our forums: ... ing.72119/

Alternative Win Conditions

Sudden death for teams (protect your weakest player)

Sim Speed Control for Local Servers

Added sim speed control for local servers with key bindings -/=

AI Improvements

Added AI shared armies
Added resume anywhere for AI games with no human players


Fixed black screen joining game over state
Added social notifications when uberbar hidden
Fixed broken classic galactic war saves with missing combined unit_list.json and .player spec tags
Changed handling of look at player for spectators to use units
Changed label for dynamic alliances eco sharing from RESC to SHARE ECO


Added Friendly_Commander reclaim type and excluded friendly commanders from default unit reclaim type. Commander reclaim can be enabled again by adding Friendly_Commander to reclaim_types.
User avatar
Some guy
Joined: 24 Nov 2010 14:21
Location: UK

Unread postby icycalm » 09 Aug 2017 23:02

Since we now have an entire site and subforum devoted to PA, I moved the PA thread in here. Let's keep it for general PA news and discussion, or for stuff that doesn't seem to fit anywhere else, while opening up new threads for subjects that seem to merit them, e.g. an updates thread, a screenshot thread, a mod thread (though larger mods like Legion should get their own threads), etc.

The Online, Strategy and High Scores PA threads will remain in their respective subforums, because they concern The Cult specifically, and there's no need to share them with general readers.
User avatar
Joined: 28 Mar 2006 00:08

Unread postby Some guy » 17 Nov 2017 21:00

The Balance and Community Servers Update 108271 is now live! ... ive.72658/

wyao wrote:Balance changes:

Reduced Zeus effective rate of fire to 0.5 from 0.67
Increased Zeus ammo per shot and capacity to 10,000 from 9,000
Decreased Zeus ammo demand to 5,000 from 6,000


Increased Leveler build cost to 800 from 600
Decreased Leveler turn rate to 50 from 60


Increased Titans Gil-E range from 180 to 220 for Titans (same range as Classic PA)

Titans vs Classic PA

Titans Leveler ammo velocity is slower (140 vs 150)
Titans Gil-E health is lower (150 vs 200)
Titans Gil-E build cost is lower (800 vs 1200)
Titans Gil-E weapon can also target WL_Air


Fixed sudden death mode not displayed for other players in new game lobby (patched via community mods)
Fixed zoom to celestial for POV camera
Added tooltip for POV camera button
Fixed attack, move attack and area attack for point / follow units to attack from max weapons range instead of rushing into and hugging target eg bots, hornets, etc.
Fixed multiple saves during same game corrupting config
Community Servers Support:
Posting community servers beacon
support for 32 players with 16 alliances
command line option --gameover-timeout
command line option --community-servers-url
command line option --community-server-public-host
command line option --community-server-region
added missing help for recently added command line options.
added state to server beacon
added offworld support for AI only (no human players) testing

mikeyh wrote:Some additional AI changes are also live via community mods:
increased max fabber counts for Relentless / Absurd AI (more challenging)
removed PreventsWaste personality tag from Hard AI to reduce jump from Normal AI for new players (easier)
User avatar
Some guy
Joined: 24 Nov 2010 14:21
Location: UK

Unread postby icycalm » 10 Mar 2018 18:53 ... cts.72827/

mikeyh wrote:Testing Meteors and Small Planet Impacts

Sandbox / dev mode testing of meteors and small planet impacts with planet wide shock waves including targeting of gas giants.
User avatar
Joined: 28 Mar 2006 00:08

Upcoming announcement on the future of PA

Unread postby icycalm » 11 Aug 2018 05:30 ... 977/page-3

panews wrote:We'll be making another announcement about The Future of PA and Titans next weekend.

They made a new account called "panews" to make these announcements, and it smacks of mikey...

mikey basically quit the PA forum after his clash with Uber, and like the perfect child that he is, after the issues were resolved, he refused to go back because in his mind he would somehow lose face.

So what I think has happened is that the moron jables finally realized that mikey is crazy enough to continue development of the game all on his own with no pay, so now he's given him even more control than before. And since mikey needs a way to communicate to the forum crowd, he told Uber to make this new staff account for him so he can do it.

It's all unfathomably stupid and childish, from the fight between Uber and mikey to everything else, but it is what it is, and we have to tolerate it and hope something good comes out of it.

Basically they have killed the modding and event scenes, by handing the keys to the mod manager and the custom servers to mikey, compared to e.g. Factorio where everything is handled by the developer and the mod manager is part of the official game and thousands of people run custom, but publicly accessible servers. With PA, only mikey is allowed to run a custom publicly-accessible server, which server is paid by UBER now, not by contributors, but which is STILL password-locked so that only mikey's friends can access it...

One could write a book on this company's incompetence. Indeed if you googled Uber Entertainment you could cobble a book together just by copy-pasting all the negative criticisms.

It has got to the point where I think the only hope for PA is for Uber to go bankrupt. Maybe that would loosen mikey's death grip on the game, and then a real scene could rise again -- basically via my efforts.

It's either that, or a brand-new game that's a spiritual successor to PA, from another company.

The ENTIRE GENRE is basically held back by Uber and mikey now. Or rather, by the hollow shell of what was once Uber, that's now ran by interns, and one random mentally ill programmer. RTS is such a niche genre today, that half a dozen morons can basically retard its development for years...
User avatar
Joined: 28 Mar 2006 00:08


Return to Cosmic War