Moderator: JC Denton
by icycalm » 16 Jan 2015 20:12
by icycalm » 20 Jan 2015 02:02
by icycalm » 22 Jan 2015 02:08
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):
https://forums.uberent.com/threads/buil ... -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!
by jeffrobot494 » 22 Jan 2015 02:32
by icycalm » 22 Jan 2015 16:01
by theiban » 26 Jan 2015 20:27
by icycalm » 27 Jan 2015 02:25
drz1 wrote:New unit, an advanced fighter that can pass between planets say WHHHAATTTTTT?? Great stuff!
by icycalm » 29 Jan 2015 01:43
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
by icycalm » 30 Jan 2015 18:21
by icycalm » 30 Jan 2015 20:43
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.
by Agentx » 07 Feb 2015 08:01
by theiban » 09 Feb 2015 17:13
by icycalm » 02 Mar 2015 22:55
Planktum wrote:Planetary Annihilation is the best RTS game ever made.
by recoil » 18 Aug 2015 22:50
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
-EXPERIMENTAL TITANS!
-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.
by icycalm » 22 Dec 2016 11:38
by icycalm » 23 Dec 2016 12:47
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.
by icycalm » 23 Dec 2016 13:18
by icycalm » 17 Jan 2017 20:06
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.
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.
by Some guy » 21 Jun 2017 14:15
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: https://forums.uberent.com/threads/new- ... 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
Fixes
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 for.ai 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
Modding
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.
by icycalm » 09 Aug 2017 23:02
by Some guy » 17 Nov 2017 21:00
wyao wrote:Balance changes:
Zeus
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
Leveler
Increased Leveler build cost to 800 from 600
Decreased Leveler turn rate to 50 from 60
Gil-E
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
Polish/fixes
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)
by icycalm » 10 Mar 2018 18:53
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.
https://www.youtube.com/watch?v=Hjzl9VZ9UH0
by icycalm » 11 Aug 2018 05:30
panews wrote:We'll be making another announcement about The Future of PA and Titans next weekend.