Some of these are phenomenal. Would any of you have any interest in your maps being included with the game?
Frogboy
Re camera controls: We do plan to allow people to reconfigure the keys. However, WASD in strategy games is not remotely a standard and in fact, it contrary to most RTS's to the point that bad game balance is typically referred to as "A move to win" meaning the player hits the A key and left clicks where they want to send their units to attack move without any skill. I can't think of any mainstream RTS's I've placed in recent years that use WASD f
For future reference: If you are in the game and hit the Esc key you get a menu. To see the controls. Select "controls" to get this:
Good feedback. I think what you're running into, if I might guess, is that the game is throwing out the command because it's in the FOW when you were clicking on a destination. This IS a bug on our part.
[quote quoting="post"] Gentlemen - Here's a few things that myself and a few other regular RTS players have found grating with the interface and unit handling. First, its really difficult to tell the range of defensive structures while placing them. Could we get an overlay as to their range (similar to PA or SupCom) that is both accurate and adjusts to terrain? A similar overlay for radar would be nice too. [e digicons]:)[/e]
[quote who="Timmaigh" reply="93" id="3617297"] Totally agree with Cerzi, especially about extractors, there needs to be different/bigger/visually more prominent 3D model. I have hard time distinguishing between empty and populated resource node too. [/quote] Totally agree. It's on our list to to give a lot more strategic feedback.
[quote who="rdytmire" reply="90" id="3617224"] I'm sticking to my guns here: UIX needs a complete re-working. You wanna defend this by attacking my anger at paying $38.00 for a UIX design (not graphics here folks, the DESIGN / WORKFLOW) one of my junior coders wouldn't dare present to me even in an alpha? So be it. I'm pissed to see this poor quality design this far into your game. [/quote] Maybe you should find another game or get a refun
It's the bugs. None of it is owrking by design. SHould be updated this week.
[quote] Do you really mean to say that I can't join the game my friend is playing at all? If so, that is totally insane. Why would you split the online community like that? Do you plan to release paid map packs and paid for armies or units, too?! Since those kinds of DLC are a great way of splitting the community further..[/quote] The platforms provide the networking services these days. GOG has theirs. Steam has their own. Unless we wanted to build o
Not much we can do on that. The platform provides the connectivity (Steamworks and Gog Galaxy).
Nothing at PAX south. :)
Got an update this evening. They can't do the temporary keys. This is definitely a bummer as we used to do this with Impulse with great effect. I apologize for letting you guys down.
We're running into some challenges in getting keys. I'm on my way out to visit VAlve to see if we can create temporary keys. THe lifetime members were supposed to get 1 permanent key and 1 beta key and regular founders were supposed to get 1 beta key to give out. But the beta key thing is what we're running into problems with. I'll keep you up to date. I should be able to learn more this week.
video walkthrough. [video]https://youtu.be/543Uaqihk4U[/video]
These days I'm less worried about "climate change" and more concerned with CO2 levels and their effect on the PH levels of the ocean.
I played it yesterday. It is definitely an enjoyable experience if you're a Homeworld fan, it really captures its spirit. The game revolves around its story and campaign from what I could say. Any question that this game competes with Ashes is now over, they are completely different genres.
Ironically, I am left handed. :)
[quote who="Ticktoc" reply="8" id="3615443"] Quoting Frogboy, reply 6 Water/Naval wouldn't arrive for awhile after release, no ETA on that one. I think navy was originally listed on the schedule-sticky page on Steam as Q3 2016, maybe Q4. I've just looked there again and the navy and un
Keyboard reconfiguration is on the list but I am not sure if it'll make it in for 1.0. In particular, we want people to be able to map wasd for map movement.
Re # of players. Essentially, we've made more progress on bandwidth use than I had anticipated we would. So while we're locked on the # of players for now (UI, map designs, etc.) for now, it appears we could get to 16 players (14 humans, 1 neutral, 1 observer). It'll require maps and UI changes along with some changes to how we identify players internally. The first sign that it's coming will be the release of bigger maps with more starting p
Thanks for writing this. I'm digging into the empire tree today as a matter of fact.
[quote] AoS requested options I have a few request for the game development team for a few areas, I have been making some maps for the game and I have noticed a few issues that are game related, May I ask Clarification on the following options please. 1) The ability to utilize the ground Tactics I f
For 1.0, we won't be adding anything beyond what we already have. It's version 1.5 we plan to add additional terrain tiers. Right now we have plains and plateus We would be adding a third one. Water/Naval wouldn't arrive for awhile after release, no ETA on that one.
[quote quoting="post"] Are you guys expect to work more on having better Physics, that have to do with Units, Structures and the map Itself For Future Updates or Expansion? Are we gonna get more height Variations for the maps? Thx For Answering. [/quote] What specifically are you looking for from physics? Right now we have:
It is time for you to leave.