[quote who="BadVoltage" reply="4" id="3632137"] Quoting RAZZORLIGHT, reply 3 definitily one of the best reviews out there Seriously? This seems to follow most of the higher scoring reviews, they gloss over the glaring issue AotS has, and are in awe of DX12 capabilities, and ho
Frogboy
A lot of the negative reviews involve people who have played less than 20 minutes who then tell people to go play FAF. That doesn't, by any means, make your feedback less relevant. I'm just saying that people aren't giving negative reviews because the music and the event sounds are tied to the same options slider.
[quote who="Ysondria" reply="26" id="3632135"] i love RTS, i like ashes, it can be even better after few months, but i think there are still one reason it will die fast, too high specs required for what people get, simple as that.. [e digicons]:([/e] i like ur ambicious goals with this game .. but still .. i rly hope im totaly WRONG .. but im afraid im not [/quote] If that were the case there'd be no SupCom. SupCom's specs were far far h
[quote who="BadVoltage" reply="15" id="3632041"] Frogboy, I am really curious, are those the only RTS games that you have played that you listed in the table you made? What made you pick those particular ones to compare AotS to? I see lots of notable RTS games are missing from your table, I know it would be impossible to list all games as shown here https://en.wikipedia.org/wiki/List_of_r
I don't think Ashes and Stelllaris are competing for the same market any more than Offworld Trading Company and EU are. You're reaching. Moreover, Stellaris is built on the Clausewitz engine that they have been building for 12 years and used on Hearts of Iron, Crusader Kings, EU, etc. It has nothing to do with tech vs. tech but rather the features of the engine. Being a 64-bit multiccore engine doesn't magically give the engine features. It merel
[quote] Scenarios, campaigns, maps, custom units, mods to tweak CSV files, these are all nice. But they are surface-level mods. I think modding support should eventually be much deeper: custom army behavior, stances/commands, global abilities, research, AI personalities/strategies/tactics. Can you imagine how awesome it would be for some clever modder to come up with a way to effectively re-enact the final battle scene in Ender's Game with a rotating formation at the army level
[quote] You mentioned 3 pillars. I'm very surprised to not see "gameplay" or "UI" somewhere in that list. When a game is tedious, overly complex (or overly simple), has bad pacing, or poorly executed mechanics, it will turn people off. Now you might argue that these are sort of short-term issues that can be patched. I'd argue that in today's ADHD high information volume world, first impressions are far more important than they used to be. Surface experience is vital.
[quote] TBH, I don't think that you can say Ashes needs time when Stellaris is about to blow everyone else out of the water in sales[/quote] Me thinks you don't know what Stellaris is. It's EU in space, Mered.
[quote who="kreyson135" reply="2" id="3631921"] Loving the updates. Most of all I Love how you guys are adding more content (Maps) with each update. Any info on when future DLCs will be released? [/quote] Yea, we're working on new DLC. The thing is, we had to update the game so that if person A has a map DLC and person B doesn't that they can still play multiplayer together.
I'll ask about that. Thanks for the report.
STATUS: RELEASED ON 4.26.16 HIGHLIGHTS New PHC Unit: Sentry New PHC Orbital Ability: Probing Force New Map: Fast & Furious New Map: Slow & Steady New Map: Dread Valley Difficulty Levels for Ascendancy Wars! Two new difficulty levels: Novice and Intermediate Existing Campaign updates to support new difficulty levels <strong
If you're new here, you may have noticed how awesome our community is. We have gathered here some of the most experienced RTS players around and together, we are making sure Ashes of the Singularity evolves into the go-to strategy game. ## POSTMORTEM ## We just sent in our Gamasutra postmortem with all the good/bad/ugly details of a project like this. We'll post a link when it shows up. We think you'll like it.
It is somethign I've been looking at for a logn time. The solution is a lot harder than one might think because the Artemis does't want to kite the enemy but it comes up with various decisions where it'll stand its ground or go in. But yea, unit AI is something that will continue to evolve in this game.
I personally prefer AMD. It is better on DirectX 12 than NVIDIA right now. However, I do a lot of streaming and I have yet to find a reliable video capture app that works in DX 12 and NVIDIA is faster in DX 11.
yep.
Thanks for the feedback. We are going to add a new difficulty level to v1.1 to make things a bit more reasonable. I'm actually thinking we should add 2 dificulty levels below normal so that there's a more gradual uptick because the AI is getting smarter with each new build to the point that even normal is becoming pretty hard.
Any thoughts why it might be doing this at the end of a match?
I'm currently building a box with 64GB so I can do bigger maps myself. Another fun mod thing I like to do: Go into the \lighting directory and you can copy/past one of the lighting CSVs and mess with it and then iinside your map directory mess with the graphicssettings.csv to use your lighting file. Make sure you add trees (see other maps) or else it'll be barren.
Greetings! In a few moments I"ll be previewing v1.01 http://www.twitch.tv/stardock
Just a head's up: + Your Nexus now provides 2 metal per turn (instead of 0) + Controlled metal deposits provides 0.5 metal per tic instead of 1 + Meta extractors add +1.5 metal per tic instead of 1 + PHC Brute max velocity increased from 118 to 120 + Engineer max velocity reduced from 200 to 180 + Artemis max velocity reduced from 84 to 80 + Zeus max velocity increased from 95 to 96 + Reaper max velocity increased from 97 to
[quote who="Mered4" reply="2" id="3629656"] I agree with the OP. [/quote] Of course you do.
Now for responses for the OP. :) 1. Re units are bland and the map isn't interactive. This is true. It was a design (budget) decision. We felt it was more important to have sophisticated units (in what they do) than to have pretty (but limited) units. Similarly, we wanted to have a lot of strategically variable maps rather than a handful of very pretty maps. It's just one of those trade-offs you have to make when you have a finite (as in, thi
[quote who="RAZZORLIGHT" reply="15" id="3629641"] http://steamcommunity.com/app/228880/discussions/1/371918937279939419/ [/quote] Some good stuff here. Let me respond to a few of these. Mind you, this is just my own 2 cents: 1. Re Auto-Reinforce: I kind of worry about auto-reinforce because the UI requirements to support that would be quite a bit. I'm not against it in principle but you could easily end up in frustration situations where your resources ar
Anyone who puts an actionable list of things we can actually improve on is a friend of mine! :)