@BaNa: thanks very much for your results in play!
-The econ seems a bit skewed, i don't really know how to frame this, it just seems too easy to build. I don't really feel that the super-fusion is similar to the fusion in TA, where it was an achievement to make.
I'll think about that. I guess that my perspective on this is that I wanted a faster-paced game than in TA in that respect. MegaFusions represent more-efficient power generation in the same amount of real-estate. That's why you build them.
Keep in mind, people- I designed P.U.R.E. with small maps (competition-grade) in mind... not giant maps like Comet, with almost unlimited room to build your base in. If you play P.U.R.E. on a map like that, it's a very different experience... so is any TA mod.
Suggestion: BaNa, next time, play on a 1 vs. 1 map that's smaller. It's not the chokepoints, it's the timing- on small maps, you should probably not ever see UltraAssaults before it's over
-The uber assault tank leaves no wreck. fixx, this makes it OP!
I can see your point there. I'll get that fixed up.
-Defensive structures are too good atm. It may be because we played SSB, an admittedly porcy map, but the lazer towers and long ranged towers combined where murderous. I'd say up the price on the good defense and make the long range tower reload slower.
Well, did you solve that problem with MortarTanks? That's what they're for...
-Air seems a bit unbal. The interceptors are strange, I had 5-10 of mine (not coming at once tho) killed by about 3 of the enemy, because they basically 1 shot each other.
Then next time, you should probably build them in groups, eh? Single-streaming planes in PURE is a huge waste of resources, frankly. They're meant to be hoarded.
-In late-game, there are some mad cpu-spikes, which make the otherwise ~20 fps drop to 1. Also, when my opponent self-d'd, my game actually froze for about 1 min.
See notes on system requirements. I don't think your machine even reaches the lowest levels. I can't fix that.
-Repair is too fast. In said defensive line, a few build-turrets could repair at uber speed.
I'm thinking you're probably right there- I'll lower the RepairSpeed on BuildTowers a bit, we'll see how that goes. I like the idea of somewhat self-sufficient mini-bases, though.
-It would be nice to have a superweapon or something to break the porc-tie.
I have yet to see a defensive line that MortarTanks can't gradually reduce to rubble, if force-fired on a point. It takes awhile, but it eventually works out. However, I could put a nuke-equivalent into the game, I suppose, although it'll take some balance.
License Stuff
How come a GPL'ed game is copyrighted? kinda an oxymoron?
The game is not GPL. It is (C). Don't confuse the game, which is P.U.R.E., with the game engine, which is Spring.
Gah you still can go to hell, i'll figure it out my self...
It's not that hard

Use XTA or CA's or even NanoBlobs's code as a starter for FX. Maybe you could just put up a post asking for some specific FX you're wanting, or maybe even a more general thread about this topic... lots of people here know at least as much about FX coding as I do, frankly. If you just want to talk about the general challenges and approaches, start a thread, it might be useful for everybody, and I'd be happy to share some source and my perspective on this. However, there are tons of other people who make great FX around here, it's not like I have a lock on that or whatever.
What I've been finding out, though, is that 99% of the difference between a good FX and one that's just mediocre is the quality of the bitmaps used. The physics of explosions are pretty straightforward to simulate- making it all look good with very few particles requires good bitmaps. I dunno why everybody keeps wanting to steal my code for this shit, when it's not the code that makes it look so good
Such an easy thread derailment there, almost effortless.
No, this had to get dealt with, at some point or another.
So, why is P.U.R.E. (C)?
1. Because it was never supposed to get released in this early state. Period. I hate releasing something that's less than half-done. I hate even more that it's getting plundered of all of my techniques before it's even finished yet- kind've ruins the surprise value
2. I don't have any really compelling reason to GPL it yet, because the technologies I really need don't exist yet. The only thing that would convince me it'd be worth the trouble is if the LUA stuff I need ever shows up, under GPL. While there is a lot of very tempting stuff out there, it's missing some crucial pieces that I need.
Argh's LUA Christmas List
So, what do I want? I figure, hey, it's Christmas, why not ask:
A. Simple, scriptable methods of placing Units onto a Map, controlled by Gaia. We're 95% of the way there, people. We just need a way that we can run a simple script via Gadget that will place stuff and take map proportions into account, either by placing more stuff, or by increasing the space between things. Preferably, either / or.
Why do I want this? Simply put, so that I can have a system to replace Metal and Energy, that requires map control, and does not require some funky map format.
B. A working, generic economic code that is configurable to allow variable interactions of certain simple kinds out of the box. Costs / benefits, calculated per-unit, through LUA. Displays with bars updating per frame, reflecting states of costs and benefits.
Isn't it about damn time to have multiple resources, and free ourselves from OTA, as well as providing an escape hatch to allow us to finally ditch a major chunk of Spring's original main loop out've C++ and into LUA, where it properly belongs? Yet, aside from some specialized work on this topic, I don't see this problem getting solved.
Solve A, so that resources and other gameplay elements (walls, cities, forests, flags... think!) can be spread on a map generically via Units... solve B, and make it easy enough to work with that we mere "content people" can use it, and voila- you'll see games that look like Starcraft, games that look like AOE, games that have growing "forests", etc..
I doubt seriously that most of this is even
hard. It's just not "sexy", and from what I've seen, everybody messing with this just wants to dick around with special solutions for very specific game designs. However, just as with everything else I've asked for... give it to me, and watch what I can do with it... and what everybody else will do with it, 5 minutes later. C'mon, LUA people. Do something that makes the big promises come true. Do something more fundamentally interesting than graphics tricks. Because I'd like a game like P.U.R.E. to become something really cool, and I can't get there without this stuff.
C. A working solution for building whole units of multiple troops from a single build-order.
I pretty much know how to solve that one, and I need to write up a document about it. I studied how the Dawn of War guys did it- you're all going to find it grimly hilarious, methinks. But it worked!