Didn't they state before that the login/online only was ONLY for alpha/beta and wasn't for release?
yep but from what i gathered local sever will not make it to v1.0 (its not finished yet), but it will come later on, LAN is for now only in dev-mode
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At a show like PAX, internet, even hard wired, is slow and expensive. This means, we often hack our client/servers to suit our purposes there. Since this particular PAX is a no hand-on streaming event, we didn't do some of the normal cleanup we would.
You're literally seeing our development environment at play here. Which we then use to connect to a locally hosted server on the closed network we run on.
Of course local server is coming, but you're seeing the environment we develop in. That's all.
well they promised offline and LAN pretty much from the start of KS. Online only should've been there only through Early Acces for they analysis and similar.
Also they recently added Galactic War SP mode.
BTW: even their stats from Early access says that the majority of the games are against the AI.
So I played a game against AI today. After 20mins I had complete map control, and his main base and most of his extractors destroyed. So while my bombers continue to clean up everything on the planet, I noticed he had a few teleportors built. So I reckon he must have escaped to the other planet to rebuild. Feeling confident, I finally build an orbital launcher, mass a few transports, and get ready to invade with a large force and few workers to open a portal. Now I've only played this game a handful of times, so I was still getting used to the whole multi-planets in a RTS mechanic. As soon as I figured out how to move my transport to the other planet, I saw the other planet right in front of my planet's orbit, slowly moving towards me. I had no idea if it was a graphical bug where somehow the planets' orbits overlap, or the AI in desperation decided to throw the only other planet at me. So in the next few seconds I froze in shock as the two planets collided. My commander died, and so did his. And to end in a bigger bang, the game crashed just as the shockwave from the collision sweep across the surface disintegrating my buildings and units. I never saw the aftermath, but I didn't need to.
You know all this time I disliked the game because I thought SC was better, less laggy, had more depth, and didn't cost me $40. I only cared because I've already paid for the game.
Even if it's just for a few moments like those, it was worth every penny.
The single campaign is a gimmick. No story, no research. You choose where to attack, after each battle new units become available. Some powerups picked up along the way. I am hugely dissapoint!
The single campaign is a gimmick. No story, no research. You choose where to attack, after each battle new units become available. Some powerups picked up along the way. I am hugely dissapoint!
Supreme Commander 2 is far better at SP.
well they never promised real campaign and in the end GW was just a stretchgoal
Story campaigns are drag in most RTS's anyway, i like sandboxy appoach of GW better
So the campaign is basically like conquer the world in Rise of Nations or the planet conquest in Dark Crusade. Perfect like this. Cinematics and shit, that's the problem? Just like Assault Squad 2 did earlier this year, just like Etherium which is now in closed beta will do later.
I don't like it. It's the same crap with Wargame: Airland Battle..
I haven't played Total Annihilation, Supreme Commander 1/2, World in Conflict, Company of Heroes, Star Craft 2 multiplayers, but I enjoyed the SP multiple times.
Having spent some time at PAX where Uber was configuring local servers for the play there, offline mode is absolutely in no way ready for release at this point. I've run servers before, even Minecraft ones back before they had a proper UI for those, and some of the stuff they were having to do there at the event to get everything running was very much not user-friendly. There were lots of batch files involved.
They have a lot of UI work and edge-case troubleshooting to do before they can release anything that can be usable for the average user. I understand this is one of their biggest priorities post-launch - have patience, it shouldn't be too much longer.
Consider release, or launch, as another phase of development. We're actively working on offline, as well as a few surprises based on our community's feedback. As we get much closer to that iteration of the game's release, we'll talk about what these features are. In the meantime, expect regular updates that make the game run smoother, run faster, or play better. You know, the usual.
I don't really want to wade into arguments, but we're actively listening to feedback about all of the topics. When we've got new details to share, we totally will.
Online? Offline? However you want to play Planetary Annihilation, it's your choice. Starting this week, you can take your battles completely offline.
We're happy to announce the release of the offline server. Coming in an update this Thursday (October 9), offline server allows you to take over the galaxy in Galactic War without connecting to the Internet. You can also battle against your frenemies or the AI over a LAN.
DRM free offline play has always been an important feature of the Planetary Annihilation experience. Down the road, we’ll be adding the ability to run your own online servers as well.
As we’ve said in the past, launch is simply another phase of development and the beginning of another adventure. Look forward to another update on an exciting in-development feature in the near future.
they are naming this patch as Offline play - step 1
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Offline server step 1 consisnts:
Ability to play Galactic War offline (can still play online as well, adjusted under settings)
AI skirmish games playable offline (can still play online as well, adjusted under settings)
Ability to create LAN games
In a LAN game, ability to play co-op or competitive with friends (and AIs, hi @sorian !)
You'll notice I said step 1 there. We have larger plans for the server in the future, including polishing the current work, as well as allowing you to set up your own server that will show up on our network!
While we are on the topic, I wanted to discuss the limitations of step 1, so as to set clear expectations as to what we are delivering.
Just to call this out separate as it is important. 64-bit only is current min spec (we are honestly not sure if this will change in the future, but current tests point that it may not).
Recommended spec for offline is the same as our recommended Steam specs, and they should play what we have seen as a more normal play experience. If you want to do huge systems, or mod to some crazy numbers of players, you will possibly need a beefier machine.
Windows 7+ 64bit (also Mac and Linux 64bit, sorry shoulda had this in there)
Quad core processor
8GB ram
Once you create a server, you need to currently stay in it or it will go away. Stand alone servers are technically possible, but will require some modding for now (aka, we didn’t turn it off, but we are not yet comfortable with the polish level to officially support it. Have fun modders )
If you use the Uber Launcher, it still requires you to log in, as that is how the launcher is set up. If you wish to skip this, simply use the PA.exe.
If you launch it from Steam launcher while offline, it should work as expected and simply run offline.
And lastly, we will continue to work on this. This is really important to us, and we have been working on it for a while now. This is by no means the finished server, and we have a lot more improvements we want to get in place, but coming in and looking over community wishlists, this has always been very high on your wants. We listened, and are getting it out in parts, as opposed to waiting until it is completely finished with every little thing we want. This is an exciting change for us, as it allows you to get your hands on things sooner, rather than later.
Online? Offline? However you want to play Planetary Annihilation, it’s your choice. Starting now, you can take your battles completely offline.
We’re happy to announce the release of the offline server. Offline server allows you to take over the galaxy in Galactic War without connecting to the Internet. You can also battle against your frenemies or the AI over a LAN.
You'll also see your massive armies moving around much better now. After almost two months, and a team focused on improving pathing, you should see major improvements on unit pathing, reliability, and performance across the board. And as always, each build includes a host of bug fixes, performance improvements, and even more polish.
Notes for offline play:
We have had a few reports of people unable to launch offline server mode. If this happens to you, please go to settings and change Local Server to “OFF”. We are exploring the issue internally, and will be getting out a fix ASAP. Thanks for your patience.
Local Server Settings: “AUTO” will determine the best mode to use based on your system specs and requested game mode. “ON” will always try and use the local server for any supported game modes. “OFF” will force your client to connect to our servers for all game modes.
For more detailed build notes, please keep reading:
[Server] Disabled the idle timer for local games.
[Server] The server is 64-bit only. Due to memory restrictions and a number of other technical roadblocks, there is no 32-bit server version. (This only affects Windows, since Windows is the only platform that still supports a 32-bit client)
[Server] The spec that the server looks for to run locally is the same as our recommended spec - 8GB of RAM and quad core. You can override this by setting Local Server to "ON", which means it will try and use a local server for everything - except online hosted games, which still go through Uber's online server management.
[System Editor] Planets now look exactly the same in game as they do in the system editor.
[System Editor] Metal spot placement now looks exactly the same in game as it does in the system editor.
[UI] Spectator UI upgrades
[UI] System editor UI polish
Detailed Pathing Notes:
Flow Field Integration has much improved CPU and Memory performance.
Sectors are now independent from terrain meshes, resulting in much smaller sectors.
Better Path Planning: Smaller sectors make the higher level path graph more granular which results in more 'accurate' path planning. In the past units might go 'right' when they should have gone 'left' around a rock. This change fixes that.
Dynamic Walls support: If you surround yourself using dynamic wall pieces, the pathfinder behaves correctly. We now rebuild the path graph and small / large pathable islands so 'pathability' queries are correct.
Faster Nav startup time: Nav Voxels now use an inlining Octree container, which improves start up time as well as run time and memory usage.
General nav bug fixes and improvements
playing since today "launch" without pause and i cannot believe how shit it is :/ this is the final version not a alpha build ?
i like even ta much more. supreme commander is fucking thousand of years in front of it. what a joke.
or i'm missing something ?
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