[quote who="wbino49" reply="12" id="3528629"] Looks like Total Annilation ..... Twitchy to fast...clickfest? Just cause you can put thousands of units on screen doesn't make it a better game. Would prefer a small scale strategic battle with units you get to know, not expendable units to make fancy booms. Thousands of units might be impressive selling point but looks ridiculous to this older gamers eyes..... [/quote] I take
Frogboy
In case you haven't seen it, the founder's vault is here: https://www.ashesofthesingularity.com/vault Uploading a ton of stuff today.
1. Maps aren't on a timer. They'll work like COH where maps with computronium generators, when captured, will start a build up towards critical mass. 2. Great to hear.
We anticipate most users to create their own meta units. Here are some of the current ways you can do it but we hope to get feedback on other ways: 1. Player selects units, right-clicks on another unit to have it join that meta. 2. Player selects a unit and has units constructed and sent to it to join a unit. 3. Player drag selects a bunch of units, creates a control group and units not currently in a meta unit are put in one as best the game can (non ide
Hi! Not just 64-bit but has the world's first (to my knowledge anyway) asynchronous multi-core scheduler so we use all your hardware to its full extent.
Thanks! And yes, founder's badges and content coming next week I hope.
The max number of players is largely going to be determined by early access results. Basically, if each player has 10,000 units what kind of bandwidth is needed by each player to handle that in a fun way?
No. It's purely terrestrial.
Actually, in Ashes we plan to rely more on the mini map for that sort of thing and the Empire tree. Because of the sheer volume of units, turning them into icons would be largely useless. You'll want to see your meta units on the mini map (think of a war game where you see the 1st army in location X, and so on). When a user selects a meta unit, all the abilities of that meta unit are available and the unit can even order replacement units from their factories which are
Hi there. Some quickie answers: You can turtle but not to the same extent as you could in SupCom. No. Servo is more of an e-sports game. Ashes is more like a Sins of a Solar Empire / SupCom style game. We'll be going into great deal soon on Meta units. :) It is purely number of cores that matters, not the speed. If you have DirectX 12, the game will run better on that on a core I3 than it would on a Core I7 on Directx 11 (assuming
It's actually not even alpha yet. If you look at the screenshots, we don't even have the trees in yet. Let alone things like ruined cities or multiple environments.
[quote who="GeneralGonzo" reply="2" id="3527946"] Wow, Frogboy, nice to see you again. Last time I remember you was in the discussion forums from Demigod. That was a real cool game, unfortunately the support in form of new arenas, demigods etc. was tuned down quite soon after release [e digicons]:([/e] But great game it was.... [/quote] Yea, Demigod was a missed opportunity imo. Ashes, unlike Demigod, is a Stardock ga
There are no current plans right now but that, of course, may change. ::)
Greetings! I'm on the plane and have some time to talk a little bit about Ashes. I've been getting a ton of questions about the game and I'm going to try to answer these questions in the clearest way I can. :) First, some house cleaning: 1. If there isn't a subedit on Ashes yet, could someone make it? The nature of this game is such that we really want to be able to talk to the community a lot prior to release. 2. We are instituting
Spent some great time this afternoon talking to Niche Gamer regarding Ashes of the Singularity. Here's their write up: http://nichegamer.com/2015/03/ashes-of-the-singularity-is-a-giant-sized-rts-that-completely-reshapes-the-genre/
I think Servo ( www.servogame.com ) lends itself more that way. With Ashes, it's a tougher thing of the scale. But we shall see.