[quote who="DI_HAVOC" reply="28" id="3570089"] So I see there is a private forum how do the founders get in ? [/quote] If you are a founder you will be able to head right in. Not sure what the process is for new founders getting access. Maybe admins have to add you or it's an automated process. I'm going with the former being the method of access though. [quote who="DI_HAVOC" reply="30" id="3570203"] I have sold my two R 9 Tri X 290 X, loo
MindlessMe
I think the moral of the story is that if T4 units are added to the game they will need to be well balanced. With the current team and help from the community I think we can get it sorted. We will just have to wait patiently to see what is added.
[quote who="tatsujb" reply="20" id="3568231"] Quoting psychoak, reply 6 The experimentals may be broadly liked, but they're like super units in any other game. They take the existing balance between the rest of the fleet/army, and piss all over it. Did you build a carefully constructed army, heavily defende
Random-ish maps I will definitely be involved in making some mas in the future. Faction names and marketing If we look over human history we have a tendency to give new species and discoveries a latin based name. So with that said, I am going to play around with Latin based names. Combined Name : Sagax -- In Latin it is one o
Very nice. Looking forward to combat balancing, and everything else of course.
So, I found this little guy floating about 100+ meters off the ground. Not sure how it happened. [Guess my image was deleted]
[quote who="Kollok" reply="3" id="3567944"] Quoting MindlessMe, reply 2 This is awesome! So I'm going to go ahead and say that on release it would be amazing if we could upload these via the Steam Workshop. I am defeinitely going to play around with this some and see what can be done. @Kollok I definitely un
This is awesome! So I'm going to go ahead and say that on release it would be amazing if we could upload these via the Steam Workshop. I am defeinitely going to play around with this some and see what can be done. @Kollok I definitely understand the team not wanting to release the tools this early on, but if nothing else we can give some feedback on the tools. We also understand that if we break the game it's kind of our fault...lol
Having played countless RTS games over the years I have grown to love Experimental/Large/T4 units. However, if they are added into the game I want to see them absolutely ridiculous to build. The problem I have with a lot of RTS games is that the final unit whether it be experimental or whatever is extremely powerful and very inexpensive to build. When I say inexpensive I mean relatively easy to build compared to the firepower it has. If added to Ashes of the Singularity it should be something
Phenom II 1100T, 16Gb, R9 280x 3Gb, Windows 7 Ult
So I'm guessing the AI will now use the metal nodes in the seed region now? Very interested to see the difference this makes.
[quote who="ChungasRevenge" reply="9" id="3566953"] Yes, no joy so far. I am waiting for support people to get back to work after the weekend. [e digicons];)[/e] [/quote] Gotcha. Let us know if they get the issue resolved for you guys.
[quote who="Shadow00000000" reply="21" id="3566985"] Quoting MindlessMe, reply 20 If you double click an engineer in the unit panel on the left it immediately snaps to it. I use it all the time while playing because I have engineers at my base, the front, and areas in between. It allows me to snap to their location i
i'm assuming it's still crashing to desktop without showing anything?
I always support the ability to mod a game. I know with some games creating a friendly modding environment can be very time consuming, but we appreciate it a lot. If the team allows us the ability to mod the game it will boost the popularity in the long run, and allow the community to implement some truly amazing things. I know this is not going to happen immediately, but I hope you think about it.
If I take an RTS game and let 100 people play it I will most likely find 50+ different ways to accomplish a win. This means that almost everyone develops their own play style depending on the units and tactics allowed for the game. A lot of them will look the same, but will have small variations depending on the player. Instead of arguing over who is doing it right or wrong, lets explore the tactics and see what is fun. The pissing matches, name calling, and calling people out just kills any
Not sure if it's a bug or just unfinished AI, but in my last game I noticed the AI had not claimed any of the metal resource nodes in their seed region.
I definitely agree that the AI could be improved in the game. This is the alpha though, so I can overlook a lot of the issues like this for now. If they still act like this moving closer to 1.0 then I will have issues. The area I would love to see immediate improvement is unit pathing and the hilarious bounce the units have when hitting. I literally had a capital unit bounce over the mountaintop into another region after hitting another capital next to it. I know each unit needs its own perso
[quote who="Shadow00000000" reply="19" id="3566894"] My problem with the unit bar is that it currently doesn't split units up by location. If I need an engineer I can click on the side bar (assuming scrolling is enabled) and then I still have to figure out where that engineer is and whether or not they have tasks already assigned to them (maybe add a task bar for the engineer?). Splitting up the unit bar based on which power generator section it's in could help a lot for this
This is a similar to what Command and Conquer did. You essentially set a primary factory on production and the others "assist it" allowing the factory to build faster depending on how many you had. Of course with C&C you could only have a single building of a certain type building at any given time. I don't really know how I feel about factories assisting each other while building, but I could see it becoming extremely overpowered if not balanced out. Maybe only the factories not prod
[quote who="Andre_B" reply="21" id="3566863"] I guess theres time to test, at least we know they are aware of our concerns overall. [/quote] Yep. It will all of us more once we get our hands on the huge maps. Then we can play each map size and see if it all balances out.
I would rather stick with 1 tier of engineer. If they want advanced ones then I would rather see them upgradable. I hated having mutiple tiers in other games because it made the T1 and T2 variants useless once you got to T3. If you make them where each tier of engineer can only build the corresponding tier of building it will become a convoluted mess. You think they are hard to keep track of now, try using that system and you will want to commit suicide. Let's just keep a single tier engi
Yea, after playing all the RTS games that I have it's normal practice to build forward bases and things of that nature. If the slower pace is what the devs invision for the game I can get behind it, but I still wonder if there will be options for traversing the map faster or if we are suppose to rely on forward bases to compensate for the large maps. Maybe even have special buildings on huge maps that allow teleporting or a bonus to the forces that control the region. Would
[quote who="atmorell" reply="11" id="3566643"] Engineers could be changed to "Combat Engineers" that would only be used for repairs, reclaiming and capturing. Imagine playing the game and placing buildings and defenses without the old school Engineers driving around the map. Nothing would change besides letting the player focus on resources, expanding, defending, attacking etc. - fun stuff. Keeping track of engineers is really annoying on bigger maps. You could still ra
[quote who="Kollok" reply="8" id="3566504"] Quoting MindlessMe, reply 1 I would have to agree with most of what you are saying about the speed affecting a lot of the normal battle tactics used in warfare. The actual movement rate of units is on the fast side for land based attack, IIRC, unit s