This on DirectX 11 or 12?
Frogboy
[quote who="ASADDF" reply="29" id="3611917"] i get it, i am on a FX8350, i know its old but its 8 cores and i do hope it will get better when DX12 get more optimized i am an AMD customer, i will wait for the next good processor. [/quote] That machine should be fine actually. It's twice as fast as the machine my son uses.
[quote who="Ticktoc" reply="14" id="3611895"] Quoting Frogboy, reply 13 Hovering vs. Non-hovering is purely a cosmetic thing. I'm not going to imply that cosmetics don't matter. They do. But there is no gameplay effect in this case. I totally agree. I just think cosm
Are you overlocking?
Hovering vs. Non-hovering is purely a cosmetic thing. I'm not going to imply that cosmetics don't matter. They do. But there is no gameplay effect in this case.
[quote who="The_Engenieer" reply="8" id="3611844"] Ty Frogboy thats good to now. By the way how is your vacations hope good happy new Year. [/quote] Heh. My vacation is getting to work directly on the games instead of complain to the team about them. ;)
[quote who="tatsujb" reply="16" id="3611864"] now how does a dreadnought compare to a mountain in the modified version? [/quote] It's still huge. They're supposed to be like star destroyers on land.
Founders have 0.71. Just use the main branch. We don't always or even regularly update the private branch unless there's something there to show. We really don't want to split hte player base up unless necessary. When the early access program ends, Founders will still be getting updates beyond that.
Here's SupCom: FA:
Here's another one with a T2.
So here is a modified scale version.
My pleasure. The screenshot was helpful. Let me post some new screenshots in a sec.
I'd love to check out your maps. Do you have a master list with a download link?
[quote who="The_Engenieer" reply="9" id="3611810"] Quoting Timmaigh, reply 8 I agree on the unit variety part - mostly. I dont think its that much of a thing of the lack of T4, as the matter of the existing unit roster already ingame being underwhelming. I hope Substrate are more exciting to play, cause PHC have nothing at
[quote who="Zorin1" reply="23" id="3611780"] I finally broke down and bought a copy of Ashes for my son. Now we are able to play together. We are both connect to the same router in my house using 1 gig bit connection. We sit less then 10 feet apart. In one of the multiplayer games, I saw the messages that said that my son was slowing down the game. I only noticed this happen once. This is very strange if the game won't run on a local lan. <br
Since its dx12 and works on dx11 I'd talk to AMD. i'll look on our end to see what we can do.
Both are in the plans. :)
It's definitely all about the video card. As long as you have 4 cores you're fine. My home box is a Core i7-920 (2009 era) and I put a Radeon 290 in it and it runs great on high resolution at Windows 7.
Feel free to put in a bunch of names at this point. I'll go through and remove any that don't work. I am hoping to finish this up by the end of next week.
Indeed. Unfortunately SLI/Crossfire on DirectX 11 is a total hack. It's a marketing gimmick that only works when AMD/Nvidia actually do work on behalf of the game. By contrast, in DirectX 12, multi GPU is part of the API. As a result, we don't have to rely on the video card maker to do special work for our game. We can do it on our own.
What specifically would you like done? By that I mean it seems like if we made the T1 and T2 units smaller, it would cause a lot of players to be unhappy and think the units move too slowly. Moreover, it would increase the demand that when zooming out that we turn the map into an abstract view of icons from which players can play from (Which we won't be doing). Now that the ground visuals have been improved, it might b doable to shrink the units a bit. But we don'
FYI. New stuff including Substrate teasers.
Greetings! https://docs.google.com/spreadsheets/d/1k-0Hns06JFdgdqCFiTf5DD-cMtj65V0Ge3fUN1XDybU/edit?usp=sharing For Ashes 1.0, the AI players will be part of the meta game. That is, we will have different AI personalities and strategies and they will be ranked. This will let us objectively tell which AI strategies work...and which ones don't.
We don't plan to have strategic icons in the game. We're looking at other methods to make them stand out that would involve lighting effects.
Good stuff. The AIs from 0.70 until 0.90 will be pretty in flux as we're starting to add in them supporting other features including other personalities. Some AI personalities will attack your base directly. Others will try to capture and turtle, others will try to assassinate your infrastructure. 0.71 has the early beginnings of this but we have many months ahead of us. One interesting challenge will be to determine regions that are safe to build forward bases