Already looks better than the galactic map in PA. If I could suggest something, really try and make the Campaign UI sorta flashy/smooth/intuitive and AAA looking. I think PA did a decent job with most of their UI but really 100% dropped the ball when it came to galactic war. The majority of casual gamers will more than likely only see the campaign UI when they first start playing and its quality can really reflect whether this is a modern AAA title or another small indie att
Sargeras77
I've made a couple notes about how the units didn't feel responsive in the past, and I have to say I can't put my finger on it but they all just feel like they respond much quicker now and I don't feel as if I am fighting to get them to do what I want as much. Part of this is the reduced stopping time but overall it feels much better! One thing I've been still having trouble with is the patrol/move indicators. In order to drag them around you need to cl
Agreed on most points, the resource info and army/control group are big ones. I would like to see incoming/outgoing for everything. (metal, radioactives, quanta, etc) Right now I just cancel random stuff until I find out what the biggest drain is on my econ. Being able to see exactly how much is being produced/consumed by each factory/engineer/extractor/amplifier/node/relay would be wonderful.
Gah modding has me so excited. I forgot completely about how cool some of the unit art in supcom 2 was simply because it was so bad in most other regards IMO.
Yeah I'm 100% sure it not my mouse. Could be new Nvidia drivers I suppose though. And about the two double posts, where else did I mention this bug? I wouldn't doubt of I touched on context sensitive cursors at one point but I don't recall experiencing this before? I just saw that it double posted for some reason. I will delete the second post, thanks for the heads up.
Hey just noticed a bug while playing some customs last night. A single click of any unit will put 3 of them in the build order, while a shift click will put wayyy too many units in the builder (no rhyme or reason to it) This sucks ATM because you can't shift+rclick to remove a bunch so I ended up rclicking like a mad man every time I wanted to add a unit to my build order. Not sure if this is a known bug or not. Also, is there currently a plan for
I am so excited for the modding possibilities. Mods are the reason we still play TA/SupCom/SOASE today. Nothing refreshes a game more than custom units/game types. Personally I'm not too experienced with making units and such as most of my modeling experience is in AutoCad for industrial applications but knowing what the community is capable of makes me excited! If anyone out there is super savvy, start working on the Star Wars and/or Warhammer mods :P
Okay, I'm no expert but I just ran the DX12 benchmark a few times on my Nvidia 980 ti and I see the blue line? Fps was between 53 and 60 each run with all maxed (manually maxed terrain shading samples) and 4x MSAA. Am I missing something here? I know that Nvidia doesn't have as many Async Shading pipes but they ones they have are fast. It seems to me that with DX12 AMD has finally caught up with Nvidia (even surpassing it depending on the game) and this
No problem!
Assign a control group and it will pop up. Not an army, a control group ( use ctrl + 1-9)
This is really cool looking! I wish I had the photoshop-fu for mockups that you do ASADDF.
Looks good, I can't wait to try it for myself. I'm excited about the zoom/up changes. I just love using zoom as a movement tool and I'm glad you guys gave a little bit more to us who enjoy that . Ladies and gentleman, let me give you a good life lesson. Don't browse the Ashes forums whilst
I just wanted to pop in and say (since there seems to be quite a few high tensions towards Oxide) , no matter what Brad decides to put in / not put in the release of ashes, let it never be said that Oxide hasn't listened to founders. Yes there are a few things that have been brought up and beat to death by us founders that aren't in the game, but that is FINE. As a founder I spoke with my wallet and wanted to help shape the game I wanted to play, however no matter
Just some quick beta feedback/first impressions. Nothing really related to the flow of the game/balance as I haven't put much time into the beta yet. Bugs/possible bugs are in bold , in case you want to skip my opinions/suggestions. The game runs MUCH smoother/ looks much crisper now and I haven't messed with any settings since the update so KUDOS! I noticed some
Yeah, emphasizing logistics and quanta is extremely important for new players. Especially since logistics as a word doesn't scream "unit cap" to a new player. Other games like starcraft really shove it in your face what you need to do by saying "build more overlords/pylons/supply depots" as well as marking the unit cap in bright red." This tells a new player what they need to do build exactly and it is located in the same build screen as all other basic units/build
Good intro for all the new players :), I am so excited for beta and cannot wait to try out the substrate!
Really loving the time and effort you put into this. It looks really good.
[quote who="YappYapp" reply="4" id="3614161"] Hi guys, as i am not such a 'rusher' i really dislike this kind of playing. I love building a huge army and then rush the map. But, like a borg, "we will adapt your culture". regards. [/quote] Haha, one of us one of us! (really though, I enjoy turtling quite a lot but it just isn't viable quite yet.)
Yeah, at this point in the game quick aggressive expansion is heavily rewarded while turtling and building a bunch of smarties really doesn't help all that much. Although capturing nodes and expanding will always give an advantage I would expect that with the addition of more harass units in Beta that it will be much more punishable. So yes at this point in the alpha, expand aggressively and you will probably win as long as you are spending your resources. However, exp
Liking it, the slight increase in size for t1 was a good change, as was the size reduction on the building. Were the terrain pieces for this desert map not affected by the tree scaling? I'm not 100% sure if they are supposed to be trees or small shrubs. If they are the latter the scale seems fine, however if they are trees maybe consider increasing their scale to match the tress on the foresty maps a little closer. As far as scaling overall, its looking
Looking really good. It seems much easier to pick out different Substrate units at a glance right now. (although maybe a slightly different style of hover pads would be nice, that one piece is verry similar to PHC atm) I don't know how I haven't personally played this map yet but the terrain and scaling for plateaus and such look really good. The engineers seem big as they are (are they even bigger than PHC?), I know I've said this before about the P
I LOVE the little laser on the Zeus, it adds character and really helps distinguish the unit visually. Overall the scaling/texture quality seems to be much improved and I'm really liking what I'm seeing. The buildings look great, and the distinction between T1/T2/T3 is really nice. I think the ability for units to gain a real increase in range/vision on high ground will be a very cool feature and will factor prominently in high level play. Personally
Same for me private. Also for founders are founders threads mixed in with general threads? Every time I post something to the founders forums and go look at the general ashes forums the same thread is seen there. I'm not sure if this is just due to me being a founder or if it really isn't hidden. Edit: Its working now :)
Can't wait for the video. I'm excited to see more of the substrate and can't wait to try them for myself! And the VIP sounds interesting, any more info as to how participants are selected?