I actually use the GIMP to make most of the preview images you see ;) They're 512x512 single-layer DDS images. Start positions are defined in LobbyOverlay.dds which is also a 512x512 image. Though they're generated automatically on our internal build; not sure when that's going out to public if it isn't already. Also, the start position order is defined by the order you put the Nexuses on the map. You can do a hacky manual assignment by noting which Nexuses are
abiessener
Similarly to Starcraft etc, units can't see higher elevation levels. So you have to either scout it with aircraft, climb the hill, or use the scan power to actually see the units up there. Meanwhile they can see you, and if they're indirect-fire (aka they shoot in arcs, like artillery) they get to shoot you.
Keep in mind that Ashes is much, much harder on your GPU than your CPU due to how efficiently the Nitrous engine uses multiple cores. We'll always be working on performance, of course, but Ticktoc is right that GPU memory is a significant limitation if it's low or slow.
Smarties are cheap and mostly useful for keeping cheap econ raiders from stealing regions, yeah. Sentinels are hardcore death machines, but they're expensive and slow to build - and they get wrecked by Artemis (the anti-building missile they have is brutal), Nemesis (if it gets to shoot, heh), Prometheus, and bombers. Falcons...probably need some love. Mostly I build Furies ;) A lot of people love a more defensive, turtle-y playstyle, and that's probably someth
This is great feedback, thanks all. Regarding the empire tree, I've been banging on it a bit internally and I think it can be useful in Ashes for a couple things: 1. Seeing which battlegroups/controlgroups are in combat quickly 2. Getting a very quick sense of relative battlegroup/controlgroup strength 3. Seeing what you have lying around as "loose" (non-battlegroup) units at a glance I don't know that it'll ever be quite as useful overall a