Here's a bit more of a background on this: Status as of 2178 The Post Human Coalition is the "government" in which all Post-Humans are supposed to live under. But there are lots of renegades now which is what is causing the war in this game to start. The PHC finds a suitable planet and using their Quantum Teleportation technology are able to manipulate atoms on distant worlds (there are no space ships in this universe b
Frogboy
Re victory points. the ui will support default, along with custom settings. Ranked games will require default but custom games can be set to anything.
Tat, I don't think you could have misunderstood the lore more. These aren't factories. There are no people, cities, etc. the turinium conversion is taking place under ground. There are no computer chips. Even in TA lore there are no people or cities.
There's no real chasing in circles anymore than you did in Company of Heroes. It's the same mechanic.
[quote who="tatsujb" reply="21" id="3585905"] Quoting Frogboy, reply 20 I suspect your opponents might want the Turinium too. it doesn't really reach that stage. but even then the hype is kinda gone for me. plus even when all points are taken and you're necessarily taking opponent's points it
Map editor won't work on DX12 yetr.
[quote who="tatsujb" reply="16" id="3585684"] Quoting eviator, reply 15 Fighting over Turinium generators gets rid of all the action and combat? who do you fight for it with ? creeps. and then the game's over. [/quote] I suspect your opponents might want
It works in dx11 but is dead in dx12.
You totally nailed it with what we have in mind with the Energizer. Their job will be to recharge the various units energy levels so that they can do their thing more often.
A great post. Thank you. The Post-Humans won't be using power generators (other than to power their region). The current debate is whether we let players upgrade those generators so that they allow the region within to increase its resource production or whether we make resource production a global tech. I wouldn't want the logistics to get too complicated, especially for 1.0. The Re global abilities. We plant o continue with T3 spe
[quote who="eviator" reply="4" id="3585180"] TAG_Utter, I feel it too. Granted right now I'm frantic making units and getting them into position, but when that gets better I fear it will just be throwing units at each other. Global abilities will help. It would also be nice if group composition was relevant, necessitating scouting to make the right units to obtain the advantage. I still wish combat could be similar to Sins, with fast units darting in and out. Or like COH, where units
i think its a given that there are infinitely poor strategies. At the same time, there is no single perfect strategy either. it depends on what your opponent is doing and what map they're playing on. Some players will play greesy and try to capture as much as they can right away but at the cost of being spread thin. Other players will capture and fortify. so e players will try to spam out lots of units early. Others will invest in teaching up fast.
Cal when you run the game do you get at least to the logo screen?
There's more micro in the current build than desired actually. That is, the APM requirement right now is actually fairly high to do well (higher than intended). That's vecause you have to currently keep on top of production, engineers, and unit placement far more than we expect in the final game. We want the player to be looking at the war from a more global perspective. To that end, we are working on global abilities that allow the player to intervene in specific engagements.
What we plan to do is have a button hat repeats the current build queue indefinitely.
There is no "optimal" way. The best way to win will vary by opponent and map.
Yea that's a great idea!
We are going to have a setup option to disable Victory points. Deciding what you do with your finite resources is a key part of any strategy game. Broadly speaking, we want to encourage players to have to make the choice between instant gratification (I have the stuff now, let's build it) and having to invest it for later rewards. Techs and buildings for unlocking special abilities are key to that second strategy. We don't want the game to turn int
[quote who="BRNKoINSANITY" reply="28" id="3584567"] Frogboy, with that comment and a bit of play on the alpha version, you have won my full support [e digicons]:D[/e] The game as a whole looks pretty damn good/interesting, but the zoom was going to kill it for me. You just set my fears to rest! [/quote] Thanks. Yea, for us it was when we started playing on the really big maps. I should start an entire thread on how the engine has changed the design (a
[quote who="tatsujb" reply="27" id="3584556"] Quoting Frogboy, reply 26 We don't plan on any adjacency bonuses with the Post-Human race. so can we have templates in the engine? [/quote] Not in 1.0. Maybe eventually. Scope scope scope. ;)
Great feedback! Re projectiles. We don't have simulated projectiles in that sense. We intentionally prevent them from colliding with allies for obvious reasons. ;) What you see on the map is accurate within a few meters but it is not precisely accurate so you can get cases where a shot will clip the edge of the terrain. It's a cosmetic thing. Great bug reports ! Thank you!
[quote who="tatsujb" reply="25" id="3584514"] Quoting eviator, reply 16 Quoting OverRated_AU, reply 15 <a class="hand" t
Check your graphical settings. I know that the shadow settings can impact perf a lot.
@Starmac, you'll want to post in the support area so someone can debug it with you. @asa just added a bunch of new stuff. Thanks for the bump!
Keys for friends are going to come via a coupon we'll be sending out prior to BETA.