![]() ![]() The biggest problem with walls is that enemies can easily go around them, but if they are at least facing the enemy base then you have all your mobile units to deal with them. What I have been trying to work out, is if it's worth setting up small firebases like that, then add in walls to funnel ground units through defenses. Chances are you're going to get all of their units at once. As soon as arty hits the enemy's base, they have to decide if they're going to respond, or retreat. Then split your group, and start making more. Once you find it, glob units nearby, mix AA/ground, and have a few fabbers make some arty/AA/Laser tower. Left trigger -> Right click for unit movement easy to do. ![]() Right trigger -> left click for unit selection, easy to do in tandem with the right track pad. Then I decided to tinker with the default medium graphics settings. Alright so right off the bat I had to switch the game to windowed mode, which was annoying given that the mouse was out of sync with its position. Right track pad -> mouse movement (and when you click the pad, it clicks left mouse as well) Right thumbstick -> scroll wheel to zoom in and out. Planetary Annihilation: TITANS > General Discussions > Topic Details. The strat I have been trying, that works to a limited extent, is to just play the game super-aggressively, push for T2, all that, but don't rush their base. Steam deck actually does really well for this. ![]() However, within that single Titans installation, the options menu can change between Vanilla and Titans mode, without needing the original game installed on your system. This is coupled with the issue that stationary defenses SUCK. The Titans upgrade for all intents and purposes is added to your library as if it was a totally separate game. Whoever has more production potential can produce more units, can win. The main issue is the game wants you to keep expanding, NO MATTER WHAT. But nobody wants to play on an empty map.I've been having this problem. Commanders will move towards attacking units to get in some Uber Cannon shots, even if the attacking force is wildly oversized for that to be feasible.Īlot of these problems go away on Moons or planets with little obstacles. ![]() It doesn't increase defenses on the side the enemy is most likely to approach from, and will in fact often have it's Commander on that same side by random chance.Īctually, Commander position awareness is a common problem. This lack of terrain awareness is even more of an issue when the AI seems to prioritise the nearest Metal Extraction Points, even though they are in an awkward area to get to, meanwhile there are some slightly further away, but much more accessible points that the AI just ignores.ĪI also doesn't seem to have any regard for the 'front' of it's base. Tested and fix replicated on following apps that were crashing on startup: PA Titans. Something to do with nvoglv64.dll latest versions (and possibly related to Creators Update) causes multiple Open GL apps to crash mysteriously. I guess the devs just never gave it much thought. Latest Driver with nvoglv64.dll is dated causes crashes. I think it was around the time of the Titans expansion. I think part of the reason for this is that elevation CSG was added in an update long after the initial release. Bases spread out from a central point, but if the nearest empty space to build a factory is up a cliff, the Commander or Fabricators will travel out and around the hill to build up there, rather than use up the open space that they needed to travel through to get there. It also seems to not understand elevation play. It'll build land units or naval units infinitely, even if the enemies position makes either unviable. Then turtle on the whole planet that you have started on. I find that if you want to turtle, its best to have at least 2 planets and start offworld to the AI. It struggles to understand when it's on one island, separated from the opposition. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. It seems to have tremendous difficulty understanding the layout of the terrain. ![]()
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