Our game is in pre-beta. I have no doubt there will be people having issues with DirectX 12 for sometime as the drivers improve. My dev box uses a Geforce 970. It runs fine with DirectX 12. [quote] All I am saying is that, you need to think about what you created and why, and be in touch with that.. Stuff NVIDIA man! But you need to let people who have NVIDIA's know now that they will not experience the games intended purpose.. People are treating you
Frogboy
I'm not suggesting anything other than the DirectX 12 APIs that make use of Aync compute have issues on the public drivers of Nvidia but we think they might have it working in a private driver. How Nvidia implemented the API behind the scenes is not our concern.
Cool. We'll check that out. Thanks!
There are a number of pretty big inconveniences like this remaining. Here are 4 high on our list: 1. You get very little information regarding a selected army or group of units. 2. You get no feedback when you order more units to be built. 3. Selecrting multple production buildings and ordering them to produce only orders the first in the list to produce. 4. You can't queue up orders to a building while it's under construction. These may
This tutorial wil eventually be edited by The Escapist and posted there. I wanted you guys to get an early look at it. I'll see about getting more about logistics in there. It's an area of the game we have tried to make a lot more intuitive.
[quote] I am not sure they are familiar with shaders.... Or, if they know what difference it makes.[/quote] The developer in question is the one who designed Microsoft's shader language while he was employed at Microsoft. You will find no developer that knows more about shaders than Dan. The current Nvidia DirectX 12 drivers (the December ones) have problems with Async compute. We have a private driver that appears to add
Great write up! I'll try to respond in detail when I get onto a real computer. ;)
Thanks for the typo catches! Regarding logistics, there's now a + button next to them and it blinks red as you run out.
Thanks for your post. We are definitely exploring different ways we can display more information like this when zoomed out. For 1.0, we are probably going to stick with a limited zoom out like we currently have. However, post-release, this is an area we want to explore a lot more deeply.
During the day we work at the local Arby's. But at night and sometimes on weekends we work on the game.
These are all just thumbnaisl. The ones I use will be the original size.
Absolutely.
This is really outstanding. Your tech tree mockup we discussed in the meetijng. Your mockup was so compelling that we've put a fleshed out tech tree on our roadmap. It won't make it in for 1.0 but almost certainly in an update.
I love this kind of feedback and let me assure you, we take it very very serious. We often print out posts like this and discuss them, at length, in our conference room when looking at what we can and can't do in our schedule. Thank you for taking the time to do this.
In the long run, we intend for Ashes to be highly moddable. Imagine a future where we have animation in and someone can add imperial walkers or something to the game as a mod.
[video]https://www.youtube.com/watch?v=4Gl74wHyeCw[/video] DO NOT share link. This has T3s in it as I eventually did manage to win.
I didn't get to the T3s. I lost before then. Will try to do another where that doesn't happen.
I'm afraid not.
Most of the Hyperion weapons can't hit buildings. Might change that.
In the current build. 1 phc unit can't take a region. The neutrals were buffed.
1 Reaper and 1 Capacitor could do it.
January 28.
Reaper consumes its energy in 2 shots. But it regains 1 energy per secod. So it would be able to shoot again in 25 seconds if totally dry. In friendly territory, it would be half that.
DO NOT SHARE THIS LINK: [video]https://youtu.be/yNfoOYJKcm8[/video]
thanks Ticktoc, What do you mean by point defense?