No, that would not be viable. Planetfall runs a full battle with the AI controlling both sides to determine an autocombat result. Displaying the result before you click Autocombat would not work.
What about the Syndicate? They are the only one that hasn't a tier 3 ship. You could argue that their wraith tank fulfil that roll.Naval
It was felt that too much investment was required to deploy fleets into the oceans, so we’ve made changes to allow players to get to them earlier and deploy them more cheaply.
- All Tier 2 ships are now unlocked by default and no-longer require research
- All Tier 3 ships have had their unlock research moved to the location of where the T2 ship research was
- All racial ships have had their upkeep amount halved
- All racial ships are now cheaper to produce
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I love that, but I remember Heroes of might and magic 3 showed the results of an auto combat before you actually clicked yes for auto. Wouldn't that be better if implemented on planetfall as well?
- You are now able to retry a battle in manual combat once after seeing the results of an auto combat. This can be disabled in the Advanced Setup."
Also, this works in multi-player, right? Please, tell me it does. I am always using auto combat in online battles, especially coop.
This is a quality of life improvement, nothing more. I'm generally satisfied with how the auto-battle system is implemented. Sure, some outcomes seem a bit, hmm, strange but in many cases a positive outcome (not many if no units lost on your side) is a matter of different positioning prebattle. I had so many auto-battles change it outcomes simply by switching places of a few stacks. Experimenting with positioning sometimes works wonders here. Loading a game a few times is still shorter then a multiple-stack 30 minutes battleThat said the system is good enough for me, it would be maddening if I needed to play all those battles manually
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The problem here is that battles change every time they are played out. I suppose it could "fake roll" the results and let the player decide based on those."
I love that, but I remember Heroes of might and magic 3 showed the results of an auto combat before you actually clicked yes for auto. Wouldn't that be better if implemented on planetfall as well?
- You are now able to retry a battle in manual combat once after seeing the results of an auto combat. This can be disabled in the Advanced Setup."
Also, this works in multi-player, right? Please, tell me it does. I am always using auto combat in online battles, especially coop.
Strange, wasn't Assembly with Synthesis called the most OP faction in the game?
Really? Everytime we choose auto battle in the same battle it generates a different outcome??The problem here is that battles change every time they are played out. I suppose it could "fake roll" the results and let the player decide based on those.
The problem here is that battles change every time they are played out. I suppose it could "fake roll" the results and let the player decide based on those.
It does not, every time you run a Auto Combat the results should be the same. The only things that influence this are changes to position, mods and casting operations. So if you have any Auto Combats that give different results without any changes being made to Strategic Map, please submit those as a bug report accompanied by the save.Really? Everytime we choose auto battle in the same battle it generates a different outcome??
It does not, every time you run a Auto Combat the results should be the same. The only things that influence this are changes to position, mods and casting operations. So if you have any Auto Combats that give different results without any changes being made to Strategic Map, please submit those as a bug report accompanied by the save.
All features are available across modes. Combat Retry can be turned On/Off in the Advanced Settings when creating a Planet/Lobby, there you can also say whether a retry costs a Combat Card if you are playing with those.
That's a very good and interesting question, I just ran a test where I created a session on 1.006 and then continued it on our Expansion Branch. Seeing as the Combat Retry function is on by default, it was automatically activated for updated games created on earlier versions of the game. However you can't change settings after a game has started, so if you don't like it because it uses combat cards f.e. then you'll have to work with it or start a new session.So that won't work for matches already in progress?
I have an online match set up with 3 players already. I hope there is a way to enable this option in this match
That's a very good and interesting question, I just ran a test where I created a session on 1.006 and then continued it on our Expansion Branch. Seeing as the Combat Retry function is on by default, it was automatically activated for updated games created on earlier versions of the game. However you can't change settings after a game has started, so if you don't like it because it uses combat cards f.e. then you'll have to work with it or start a new session.
I hope that answers your question.
Well Paragon units can be overdrive/overcharge for the extra damage (and other bonuses), so I think it's on purpose.I've noticed that, while Paragon Heavy Trooper is a Vanguard Walker prototype, it's damage was not increased. Is it by purpose?
Overcharged it gets a 4 strength arc type stun per hit and chains twice. I think upping their map movement is enough of a buff.I've noticed that, while Paragon Heavy Trooper is a Vanguard Walker prototype, it's damage was not increased. Is it by purpose?
Hey Sinsling, I've checked and the Phase Field evasion/harder to hit percentage is also reduced to 15%Since the phasewalk modulator is being reduced to 15%, will the rift generator's phase field also be nerfed to 15% evasion?
Hello Mr_Dias, this is not something I can check or test so I would have to ask a colleague whether this is intentional.I've noticed that, while Paragon Heavy Trooper is a Vanguard Walker prototype, it's damage was not increased. Is it by purpose?
Well...
Sadly, but Assembly stays as the most inferior race in multiplayer. Why nothing was done to Wrecker? Melee units are already in tight spot in game multiplayer, but Wrecker especially. Also it takes forever to research.