[quote who="Frogboy" reply="18" id="3601536"] My recommendation would be top modify the file I sent and see what behavior you like. I think this is a perfect topic for us to team up on. [/quote] Out of curiosity If we use this code and amend it would that give us leverage playing against other players and would be classed as "cheaters"
Jetkar
If I understand this correctly each unit has a role. You have frontline units designed to be in front . Midline unit designed to be in middle ie artillery and rear guard is the medics. That's the meta unit
Thanks I will check it out :)
Thanks for the clarification :)
[quote who="Frogboy" reply="8" id="3601521"] Reduced 36% Original 1552 x 1057 I think there is a fundamental misunderstagnding of what a Meta unit
[quote who="eviator" reply="5" id="3601517"] One more thing. If you have a group selected and right click a relay/turinium node that you already control, a blue line initially shows up but the units do not move. Please fix that. Make the units move to that relay and defend it. [/quote] I agree or provide us with Guard command so units can guard the node if attacked or being taken over
Well we have to keep badgering them. They will probably read this post !! lol
[quote who="eviator" reply="2" id="3601508"] Yes, I have noted this behavior since the first founder's release. The devs have not confirmed it in the forums, and there isn't much public video evidence, so I wanted to see if we could rectify both of those. [/quote] Probably is on the Devs list to do list. There again remember this is not a final release game so will not be perfect lol
This is known issue from past that on occasions the units don't move where you want them to go. I would redirect them close by then you will see them move. With regards to medic with this patch they are meant to hang back.
It makes sense however it is a cost on resources to get this once player can achieve to have orbitals abilities. It will make the game more interesting.
Interesting I think I did this by accident and didn't realise
I don't know if this is going to come to AOTS but an suggestion that once player has the ability of Orbital abilities can call Tier 2 Engineers that are able to build a Nexus command base.
[quote who="Ticktoc" reply="23" id="3600748"] Quoting tatsujb, reply 21 well in this case AOTS currently supports pausing in multiplayer. *crosses fingers hoping they don't remove this* I agree that this is great. At some point they might have to add a limit to how long or how many times the game can
[quote who="tatsujb" reply="21" id="3600692"] Quoting Madmaxneo, reply 18 ..... (I'm not saying this for you because you prefer singleplayer but it would be fatastic for the game to fit the criteria even for multiplayers) the idea of swappable players as was originally promised for PA back during the kickstarter campaign. [/qu
The question is how to make it an epic RTS game. Most RTS replicate each other with different irritations
I understand you would like to see neighbouring units taking damage of a dreadnaught exploding. From what I see is that it actually implodes but I could be wrong
With regard to Gaining Levels besides Dreadnaughts will other tier units be able to gain levels with their own specialty that players can choose. Also with regards to Orbitals abilities would their be a cool down b4 each type of use?
I noticed this too and agree
Sounds Great ... cant wait to try the stuff out
I noticed that apart from patrol command their is no Guard command for units. In order for unit to guard a structure or on the case of engineer to protect a structure that may need to be repaired when under attack
Thank you :)
I noticed a couple times after playing a game and winning the battle when checking the ranking system my over position was I was first which I know its not correct. Now I am 455th position on what basis is the ranking system judging players to the position on the leader board Or is this bugged
Lol I wish I had now .....not to worry :)
Thank you :)