What truly sets TITANS apart is its multi-planetary engine. Unlike most RTS games where the map has edges, TITANS takes place on globes. You can send units around the horizon to flank an enemy, or launch them via orbital cannons to a moon or a neighboring planet.
Released as a massive standalone expansion to the original Planetary Annihilation , represents the definitive vision of what modern Real-Time Strategy (RTS) can look like when it abandons traditional terrestrial limits. Developed by Uber Entertainment, the game serves as a spiritual successor to classics like Total Annihilation and Supreme Commander , scaling the battlefield from flat maps to entire spherical star systems. The "Titans" Shift
The most significant addition, as the title suggests, is the introduction of . These are massive, game-ending constructs that require immense resources to build but offer unparalleled destructive power. From the Atlas , a towering seismic robot that crushes everything in its path, to the Zeus , an airborne lightning-spewing fortress, these units changed the meta of the game. They provide a clear "late-game" goal, forcing players to balance their economy between maintaining a massive swarm of smaller units and investing in a singular, god-like machine. Spherical Warfare and Interplanetary Logistics
Planetary Annihilation: Titansdata Edycji: 7-10... -
What truly sets TITANS apart is its multi-planetary engine. Unlike most RTS games where the map has edges, TITANS takes place on globes. You can send units around the horizon to flank an enemy, or launch them via orbital cannons to a moon or a neighboring planet.
Released as a massive standalone expansion to the original Planetary Annihilation , represents the definitive vision of what modern Real-Time Strategy (RTS) can look like when it abandons traditional terrestrial limits. Developed by Uber Entertainment, the game serves as a spiritual successor to classics like Total Annihilation and Supreme Commander , scaling the battlefield from flat maps to entire spherical star systems. The "Titans" Shift Planetary Annihilation: TITANSData edycji: 7-10...
The most significant addition, as the title suggests, is the introduction of . These are massive, game-ending constructs that require immense resources to build but offer unparalleled destructive power. From the Atlas , a towering seismic robot that crushes everything in its path, to the Zeus , an airborne lightning-spewing fortress, these units changed the meta of the game. They provide a clear "late-game" goal, forcing players to balance their economy between maintaining a massive swarm of smaller units and investing in a singular, god-like machine. Spherical Warfare and Interplanetary Logistics What truly sets TITANS apart is its multi-planetary engine
This could have to do with the pathing policy as well. The default SATP rule is likely going to be using MRU (most recently used) pathing policy for new devices, which only uses one of the available paths. Ideally they would be using Round Robin, which has an IOPs limit setting. That setting is 1000 by default I believe (would need to double check that), meaning that it sends 1000 IOPs down path 1, then 1000 IOPs down path 2, etc. That’s why the pathing policy could be at play.
To your question, having one path down is causing this logging to occur. Yes, it’s total possible if that path that went down is using MRU or RR with an IOPs limit of 1000, that when it goes down you’ll hit that 16 second HB timeout before nmp switches over to the next path.