Playtest-20190106 / 20190209 / 20190302 - Discussion

Signal flare detected. Playtest has arrived.

Discussion about the game and its default mods.
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netnazgul
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Re: Playtest-20190106 - Discussion

Post by netnazgul » Fri Jan 11, 2019 11:42 am

Changes to actors frozen under fog
...have actually no relation to what you describe as there were changes to frozen actors (buildings), whereas moving units disappearing into FoW are still to be fixed. Though that might take some tweaks around still as it's a long-standing can of bugs.

Also Thief speed is not 72, but rather a whopping 85, making him the fastest infantry on the field (well, dog is 99), outrunning all tanks except the LT, with Medium Tank having same 85, but that's not accounting for common terrain speed penalty that Thief doesn't have. So at least getting it back to 72 should be done. As for its stealth - I suppose its unique stealth trait is ok to be scrapped, replaced by the common stealth that is disabled when Thief is moving or is being attacked.

Otherwise I mostly agree with everything above.

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Luftwaffe
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Re: Playtest-20190106 - Discussion

Post by Luftwaffe » Fri Jan 11, 2019 5:48 pm

Here is my quick take on the playtest:

GOOD: The soviet dog and thief improvements, the playtest finally makes those units usable.
BAD: yak has some serious performance issues, useless to take out arty and rockets while revealing fog. The arty defense will be an even bigger problem.
UGLY: Consumable engie makes most oil maps almost unplayable and does not make sense at all. This should not be by default. The engineer could be consumed by capturing let's say a conyard - but nothing else.

Additonally:
1. I was not able to test the performance in multiplayer, but the game dynamics should not allow for lagging players to drag down everyone's speed.
2. An explored map should be by default.

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FiveAces
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Re: Playtest-20190106 - Discussion

Post by FiveAces » Sat Jan 12, 2019 9:31 am

netnazgul wrote:
Fri Jan 11, 2019 11:42 am
Changes to actors frozen under fog
...have actually no relation to what you describe as there were changes to frozen actors (buildings), whereas moving units disappearing into FoW are still to be fixed. Though that might take some tweaks around still as it's a long-standing can of bugs.
Maybe I should have worded it better, what I was trying to say is that the frozen actor changes do, in my eyes, constitute an artillery/V2 nerf that does in turn warrant the fixing on the long-standing, non-related, FoW issue to keep them viable. The frozen actor change itself is fine imo, it punishes lazy artillery spam and those who neglect to scout. The only aspect I don't like about it is that shift-queuing defensive structures with V2s no longer works, but I'm fine with the overall balance implications.

Deathpoint
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Re: Playtest-20190106 - Discussion

Post by Deathpoint » Mon Jan 28, 2019 10:31 am

Question:
The behavior of AI changed a lot

examples:
Rush-AI now builds atombombs
naval doesn't build groundunits... Just building naval and aircrafts (and harvesters) and a lot of defense...

The first change makes sense, the second one... I am not sure (completly)
What are your experiences?
Is it possible to see the changes in a little bit more details?

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Sleipnir
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Re: Playtest-20190106 - Discussion

Post by Sleipnir » Mon Jan 28, 2019 1:54 pm

The AI definitions for Naval AI never included ground units, both the last release and playtest define that it should only build naval and aircraft. If it did used to build other things, then that was a bug that I don't remember ever seeing reported and apparently has now been fixed.

Whether or not you agree with the old definitions is a different question, which I hope we can address in the release after next with #16126.

Deathpoint
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Re: Playtest-20190106 - Discussion

Post by Deathpoint » Tue Jan 29, 2019 3:10 pm

Hi there,

"Whether or not you agree with the old definitions is a different question, which I hope we can address in the release after next with #16126."
oh, it was not a kind of "agreeing" or "disagreeing"... I just recognized this change :)

In general it's okay how it is... I am not sure about the fix you linked... Just to choose a difficulty and a "random BOT AI" is maybe not the best way, on the other hand to select a skillgroup + behavior is leading into a long list (4 behaviors x 4 skillgroups = 16 choices)...

I am looking forward what's upcoming :)

I think the current AI is not too hard, even for newbies... Newbies just need maybe a small education part in "building orders" :D

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Sleipnir
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Re: Playtest-20190106 - Discussion

Post by Sleipnir » Sat Feb 09, 2019 8:45 pm

Playtest 20190209 is now available.

Deathpoint
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Re: Playtest-20190106 - Discussion

Post by Deathpoint » Mon Feb 11, 2019 2:07 pm

can maybe someone change the name of topic? :)

I firstly come to a game on friday X-(

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Sleipnir
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Re: Playtest-20190106 - Discussion

Post by Sleipnir » Sat Mar 02, 2019 6:44 pm

Playtest 20190302 is now available.

PillowCake
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Re: Playtest-20190106 / 20190209 / 20190302 - Discussion

Post by PillowCake » Sat Mar 02, 2019 10:58 pm

Hello, I don't know if this issue has been reported before, but I will report it nonetheless.

Setup to reproduce the issue:
-Ubuntu 18.04.
-Dual monitor setup.
-- the resolutions of the two screens differ (say, 1920*1080 and 1600*900), and the PRIMARY screen is the one with the lower resolution (1600*900)
-game running in Fullscreen mode

Issue:
When launching the game (regardless of the screen I start the application from), the game will run on the screen with the HIGHER resolution, but using the resolution of the OTHER screen, resulting in a windowed format. Additionally, while the interface is displayed at a lower resolution (say, 1600*900), the game still "thinks" that is is being run on a higher resolution (1920*1080), thus the mouse cursor do not work properly when running over the buttons (whose actual position is different from the one shown).

Solution:
1- set both monitors to use the same resolution. In this way, the game runs flawlessly.
or
2- play in windowed mode

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