I am not sure what the problem is that you are trying to solve. The engineer likely needs to be tall, and it makes perfect sense for it to be a tier 2 unit. It has to fabricate extremely large buildings in a very short space in time. If it was short and pudgy then it wouldn't be able to see the top of the buildings and might miss a few spots with the paint job. Then the engineer would have to answer to its supervisor, lose its job, and would not be able to help supp
Moomo
Ashes of the Singularity is definitely a game that I will look forward to seeing grow. Other than that, Doom , mostly because of nostalgia.
In the video options in game there are currently three settings that can be set via the GUI for Terrain Shading Samples, Low (4M), Mid (8M), and High (16M). None of the default quality profiles use the High setting. The Extreme profile uses Mid (8M), and the Crazy quality profile uses 32M (settings.ini and benchmark both show 32 million), which the video options GUI fails to interpret this value and displays "Low".
I am just across the ditch in NZ, the time zone isn't too different. I have only played against AI. I would also recommend the steam message boards, there were a couple of threads in the multiplayer discussion where people have been trading friends to match up. http://steamcommunity.com/app/228880/discussions/2/
You're welcome. I am sure it will only get easier and more intuitive as development progresses. I expect things like this will eventually be covered in tutorials.
Your game configuration in the two benchmarks are different. The Gaming evolved application just changes your graphics settings, which in turn effects your performance. You did not have to reinstall Windows. You could have just gone into the video options, and reset it to your previous configuration.
In the short term, you can hold down shift, and right click the queued building, this will remove it from the engineers queue. Then command the new engineer to place the structure there. Being able to command idle engineers to preempt the build order of another could be handy.
The game is meant to be played on what ever settings works on your system, and the size of maps you intend to play on. The game isn't in Beta yet, and will have a lot of bugs and performance issues. Was the 30FPS in DX11 or DX12? If you have had a drop in performance after changing your CPU, it would seem logical that that would be the first place to look. Have you checked your system temperatures?
When running directX 11, pressing the "Alt" key to display the unit health bars etc, a glitched overlay shows up covering most of the screen when there is a large number of units. The glitch disappears if the screen is moved so less units are on the screen, and reappears if the screen is moved back over a large army. This glitched overlay was not present in DX12 when opening this save game, and reappeared after reopening again back in DX11. <img s
I really do not see what the issue is. This is a slow paced RTS. Frames per second is not a major issue. On a GTX 970 I get more than ample performance on high running DX11 or 12 no matter how many units I cram into the screen. Please fix the links.
Looks good. I cannot wait to see the beta. The build order should give a more distinct flow for progression, although this will only be a subtle change for most. The flow diagram would differ slightly if creeps (neutral defenders) are enabled, expanding would require factory etc first on larger maps with spaced out nodes.
I would imagine that the cruiser factory look is temporary. Currently is it using the Frigate factory build icon, and a re-textured frigate factory model with a few surfaces missing.
If you select a Cruiser Factory, then Frigate Factories, then queuing up Cruisers will spread the Cruiser construction onto the Frigate Factories as well. This does not appear to be the case in the opposite direction or with other combinations (cannot trick Cruiser factories or Advanced factories to build Frigates etc). This is likely due to lingering code from previous builds which the Frigate Factory was used for Cruiser production.
I am not sure if anyone has posted about this before, sorry if it has been. I have regularly observed many units roaming around with selection rings still showing even though I was not commanding those units, and on several occasions when selecting units some would not all would respond. I tried some experiments on a small map single player against AI to see if I could force these issues. I made a medium sized army, (about 2400 logistics worth of a mix of all of
[quote who="Ekko_Tek" reply="35" id="3612520"] Unit variety: archers and brutes differ in range and dps (and health probably, don't recall) but maybe it isn't that apparent due to the scale of the game and could be tweaked a bit more? I feel like the unit roster is decent but could use maybe a couple additional units if they added specific strategic options - stealth is a possibility. I like that the medic and scout apply buffs - it keeps them relevant longer than they would be o
[quote who="tatsujb" reply="31" id="3612470"] You shouldn't cherrypick amongst your feedback community members based on personal preference. Not only does that defeat the purpose (by removing all constructiveness; people will self-censor and well ...that's a censorship to begin with) but it's also ethically wrong. [/quote] There will be conflicting discussions in the community and the feedback will need to be cherry-picked. At the end of the day, it is a business
"I get pretty annoyed with SupCom super fans who literally want Ashes to be SupCom 3" I am a SupCom fanboy, and I would have loved it if you were making SupCom 3 instead, or had made SupCom 2. Sorry, but I cannot turn off those feelings. I have purchased several copies of SupCom: FA as gifts for friends and have always tried to get others to give it a go. I still play Forged Alliance regularly. But it was very clear even at release that the game would not age well. It would start to s
[quote who="eviator" reply="9" id="3612219"] Well 6 years or no, the game must feel finished at release to avoid a lot of negative publicity. [/quote] I totally agree, there are many examples where early access titles have rushed to release prematurely and received a lot of criticism. I agree with most of the OP comments. • Strategic zoom The current zoom in AotS results in a very clau