I had so many laughs when I read this. It is pretty clear they had no interest in the game, and no understanding of the genre. [quote]or a charming aesthetic to help carry the experience [/quote] And Planetary Annihilation's aesthetics was 'charming'? Ew. [quote]Ashes of the Singularity struggles to hold your attention. [/quote] After 400 hours of gameplay, AotS still has my attention. I do
Moomo
I would recommend using control groups (Ctrl + [0-9]) for air units. They do not form armies at this stage.
I do not use GOG myself, so I do not know if there is a similar launch option control within. However, you should be able to create a windows application shortcut to the Ashes_DX11.exe executable (right click and drag the Ashes_DX11.exe executable to the desktop, release right click and select "Create shortcuts here". Right click the shortcut and under "Target", add "-modding" (without the quotation marks) at the end of the line after the quotation marks. <
[quote who="Ticktoc" reply="7" id="3632731"] I didn't get the 3rd line of instruction but it works fine regardless [/quote] Copy the TAGMOD folder, and paste into the "Assets\UI\Art\" folder. This is not essential, it is just an image that is displayed in the menu when selecting the scenario. Initially I left my graphics settings on high, and ran it, after 3 minutes VRAM usage went over 3.5GB and FPS dropped to 0.5, CPU and GPU usage droppe
[quote who="Ticktoc" reply="2" id="3632713"] try putting the Terrain Shading Samples to medium [/quote] Only three options for me are Low, High, and Ultra. However, like Ultra defaulting to High after restart, Setting to High defaults to Mid after restart.
Setting to ultra also defaults back to High for me as well. Did you tick the enable multi-GPU checkbox in the graphics settings? DX12 multi-GPU is limited to twice the slowest card. Enabling it would likely be a very bad idea with your two cards.
Practice playing rock-paper-scissors. No matter how much you spam scissors you will never beat rock.
[quote who="Frogboy" reply="7" id="3632265"] That's a $80 investment in 2007 dollars.And I suspect few, if anyone in this thread actually played SupCom when it came out. [/quote] Personally, I am still happy with that investment. The cost of the game was nothing compared to the amount that I had spent on building a computer that year to run it (which for a university student was much more than I should have). [quote who="Frogboy" reply="7" id="
[quote who="Frogboy" reply="5" id="3632152"] Glaring issues such as... what? [/quote] 1. It isn't a clone of [insert 1990's RTS title here] 2. It doesn't run on my Pentium 166 at 640x480 256 colour even after I upgraded to 32MB ram 3. Next years DLC has not been released yet
[quote who="Frogboy" reply="27" id="3632139"] If that were the case there'd be no SupCom. SupCom's specs were far far higher than Ashes for its time. [/quote] With the added encumbrance that the engine was unable to utilise the next generations hardware, leading to exceptionally poor performance which should have been the final nail in the coffin. Yet, FAF is far from dead.
AotS was built using modern technology with future-proofing in mind to allow the game to continue to improve and grow for many years to come. It could have stayed in early access until it was "finished" in 10 years time, this would not make any sense. It is a balanced, playable, and fun game, which is under constant improvement, which if players continue to support it could be improved upon regularly with DLC and expansions for the next 10 years. Often games whi
With the way the map generation works, there is never going to be perfectly equal distances between nodes. If there is too much imbalance in Cygnus which is leading to an unfair advantage, then it might need to be removed from ranked play. Pros to bottom position: The bottom position has 1 less node to travel to the central node. The bottom position has 30% less distance to the central node. <
Almost all factory waypoint moves that I make are small iterative changes to the next node continuing to support the armies as it pushes forward. Typically the waypoint move would be very small within a single screen frame, and the factory would be out of screen. Tracking back to the factory to make these small iterative changes is inefficient. The addition of being able to drag/drop the waypoint would not be exclusive of control groups, but would add additional
Control groups is not a viable solution all of the time. Even on tiny maps I would have 4+ rally points, each being fed by multiple factories which chews through control groups especially if you separate air/armories/factories/dread launches etc to maintain build order control.
Double clicking factories only selects all of the ones of that type on screen. Typically, I would have factories scattered all over the map and with the maximum zoom level would never be able to select all in this manner. When you hold shift, you can left click and drag the end points of unit movements, and queued buildings. It would be nice to be able to do the same with factory waypoints as this would prevent having to trace the line(s) to the factories then back to t
The game feels completely broken at slower game speeds, I would suspect this is the cause of the problem. The time factors have a lot of dodgy things going on effecting game balance, I was able to capture 2 nodes with an engineer that I had built from the seed before the creeps began to spawn. It isn't just the node capture time though, regen rates, combat, it all seems out of whack when playing on Slower speed settings. Playing against Beginn
I always play with neutral defenders on. I will run some tests with slow/slower game speeds to see if I can replicate the issue. On a totally separate note, running on slower doesn't appear to slow down the node capture time, which makes capturing nodes relatively much quicker. Dodgy.
I have never had issues with normal or higher (until now have not tried lower). I have just started a game on beginner, and after 3 min the AI is still at fluctuating between 28-53 (I am going to call that DOA). Probably an issue with low difficulty settings. Edit: After about 12 minutes it had crept up to around 400. Have you had this issue when playing against normal AI? I would recommend verifying your steam cache.  
What AI difficulty setting are you playing with?
Cygnus is my favourite map, and I don't mind which starting point I get. The lack of symmetry gives the map character.
PHC needed the stick, now I think they need a little pat on the back. The Avatar is worthwhile using now, which is a significant improvement to Substrate, however I feel that its shield regen is a little bit high. The AI makes very good use of the improved balance to the Avatar. Which makes playing PHC vs Substrate much harder than it used to be. Against AI it used to feel easier to play PHC vs Substrate than Substrate vs PHC, now it is the other way round.
[quote]Note: This update will invalidate old save games. Overall campaign progress in Ascencdency Wars is maintained, however. [/quote] Source: https://forums.ashesofthesingularity.com/476915/page/1/
This occurs with more than just the metal and radioactive extractors. I was able to replicate this bug with every other building that I tried. Left clicking is not necessary to generate the 'ghost-buildings'.
It is strange that the 1080 resolution on TV does not allow for UI scaling of 1.0. This would likely be due to the way TV resolutions work compared to monitors. Resolutions below 1080p the UI has to be scaled down to ensure that it fits into the screen. I early pre-alpha there were several cases where people would use 1680x1050 or lower resolutions with scaling of 1.0, and would be unable to click on the orbital build icons as they were outside the screen. To re
I doubt it. It takes a lot of system resources to make even tiny maps, with moderate detail settings I can easily saturate 16GB of RAM. Large maps require systems with 64GB+ RAM to generate in a modest quality and a hell of a lot of time and effort.