;) I wish it was that though. ;)
Frogboy
[quote who="the_Monk" reply="33" id="3557798"] I don't doubt that GalCiv II was more painful but since you agreed with the point(s) made in my previous post I'm sure you can see how people might not care. So many bug-fixes so soon doesn't sit well with anyone other than the hard-core fan (who by the nature of being such is likely to excuse pretty much anything anyway). Fully-cooked prod
[quote who="Seilore" reply="30" id="3557751"] However, there was still a lot of early access positive reviews and on opening week the reviews were at 91% for a little bit. [/quote] They were at 81%. They were in the high 60s until Beta 5. [quote] Now however, in the two weeks or so after they have fallen to 74% (last time I checked). That's why in my other post I asked what can Stardock do to change your mind to positive? A lot
I'm happy to discuss RTS design as long as the other person isn't going to try to argue from a position of authority (experience with design, playing, perf, etc.). Because if we're going to go down that route, I think I win that argument. :) Instead, I read focus the discussion on two elements: The merits of the argument and the axioms (context) that it is being discussed in. Strategic Zoom background Now, as I'm arguably the per
I should probably post some background on myself here so you know where I'm coming from. When Total Annihilation shipped, I played that constantly. I was in the PGL and played it professionally as well. I was, for a time, the top ranked player on Boneyards (me and the Gnugs were always battling it out). I am currently a diamond player in Starcraft and designed one of the Starcraft expansions. I have worked on the Supreme Commander: Forged Alliance source code
Thanks! We like Supreme Commander and Total Annihilation. However, Ashes is its own game. It isn't a remake. Moreover, realistically, FA had years and years of improvements and balance to it. I was part of the original Supreme Commander beta. It was a very very different beast from what you have today. As people play Ashes, they'll provide feedback and suggestions which will influence the overall direction. But feedback that boils down
[quote who="vitale14" reply="47" id="3557523"] I've just signed up because of the similarity to supreme commander FA I want to say no rts game has come close to supreme commander FA up until now and i feel that when the community aka the players aka the people your designing the game for tell you what they want in the game then its your job as developers to listen You mentioned you played SC and that all you did was play
Alpha will be delivered via steam.
Thanks! And that map editor will be in the first DLC (which Founder's Lifetime members will get as part of their lifetime purchase).
They're pretty big files so it might take a bit to sync.
[quote who="tatsujb" reply="45" id="3556130"] Quoting Frogboy, reply 25 I'm hoping to get some UI pics up soon. They're still well in the "programmer art" phase. The left side of the screen has the empire tree. The bottom right has the mini-map. The bottom left begins with whatever
might take a bit for them to show up. If they're not there by tonight let me know.
Just added some more too. Now that GalCiv has shipped, I have more time for Ashes. :)
[quote quoting="post"] This might be a silly question but who is developing this game? Is stardock developing it solely or are they contributing like Sins? [/quote] There is no...simple answer to this. Oxide and Stardock are making it together.
The pacing of Ashes is more like Sins of a Solar Empire. It's not about how fast you move. It's about where you put your units. But at the same time, we're not going to have units that can just do long-range pummeling while the player turtles around it. NO BIG BERTHAs in this game.
May drops into the Ashes vault are starting to get added. You can check them out here: https://www.ashesofthesingularity.com/vault
There might be a typo, unless, High will be defined as 12 whereas very high as 14. One of the other things to bear in mind regarding zoom is that we do plan (at some point, hopefully by release) to support multiple monitors. So a second monitor dedicated to the mini map is fine.
Oh to get there: https://www.ashesofthesingularity.com/vault
VERY interesting!
There's some new stuff in the founder's vault on this topic that you may find useful. :)
For the base game the current plan is to have Temperate, Desert, Volcanic, and Ice. More environments will come over time. The first major expansion (i.e. 1 year after release) will bring in ocean combat.
Re creating custom meta rules: This too would be a great article to discuss. I may have mentioned this elsewhere but the key point about Ashes is that it's being designed as a long-term investment by us. That's why it's a brand new 64-bit, DirectX 11/12/Vulkan platform. So what we have in 1.0 is very different than what will be in say 3.1 of the game.
Depends on the map size. On the largest maps, no, artillery won't reach the other side. They're just too big. But on the smaller maps, we'll see. It depends really on how small we want the smallest maps to be. I could write a whole article on why we want to avoid the end game nuke vs. ABM thing. We think we have a solution for this situation. In TA, there was no limit on how many buildings you can build. Starcraft has the same issue. &nb
For the base game, we will have three tiers. You have T1s and T2s which are equivalent to the same thing in Total Annihilation. But we also have T3s which are the capital ships. Post-release, we'll look at what might as well be called a T4 which would be more like a prototype. But we want to take great care before adding such mega units because the game is supposed to focus around ones strategy overall as opposed to going through with a single mega unit.
One of the biggest updates for Founders yet. Ship list with stats, lots of new images and articles. Feel free to discuss here.