Everyone is talking about "with the map editor" but didn't Stardock say it was only for the founders and "probably" not going to be available to the public?
X-Astra
Random-ish maps I've never been much of a "content creator" but I'll look forward to trying my hand at making some maps. Faction names and marketing I quite like Post-Humans.. although "Substrate" definitely isn't my favorite. However, I think we need to know a little bit more about both factions, (substrate in particular) before I'm going to try my hand at dubbing a name fo
[quote who="tatsujb" reply="1" id="3568279"] interesting intro. Nice to meet you. I couldn't help but notice you tried Supreme Commander 2 and not the first. It suprises me and feels to me like a real shame since supcom2 was a total flop and way off the mark of what it wanted to be as well as marketed towards a chimeric audience whereas the original is a success that has been polished to a gem : FAF and h
Hold SHIFT and rotate the camera to change camera angle. Be warned that if you try to change your zoom after changing the angle it currently snaps you back up to default angle and then zooms you. Hold CTRL and right click to issue an attack move (pretty standard). I believe the "Z" key is used for creating Meta-Units.
INTRODUCTION (scroll down if you don't care) My name is X-Astra. Actually, it's "ExAstra" but I think that was taken, so I just went with X-Astra. I'm an Aircraft Mechanic who loves to play RTS and strategy games.&nbs
[quote who="ledarsi" reply="18" id="3567880"] Wargame is probably the absolute best modern RTS game. It's fantastic.[/quote] It is certainly very good. [quote who="ledarsi" reply="18" id="3567880"] Among other things, Wargame's implementation of artillery is unparalleled anywhere in RTS games as far as I know, and I think Ashes would do well to have a similar differentiation of artillery. Artillery should fire at EXTREME ranges, but be a fi
I disagree with using WASD for camera controls as well. The QWERTY system UI from Grey Goo was one of the best things ever and I'm happy to see it show up in Ashes as well. As for the original topic, I'm relatively indifferent. Though I'm inclined to say middle mouse button is better.
I agree with this completely, I'd much rather have Fog of War while still being able to see the map. I suppose a unique and cool way they could do it would be to do a wireframe landscape that loaded the actual map textures as you advanced. That way you could see the whole map, get the sort of feeling like "the computer knows the terrain is like this" but then as your troops on the ground can actually see it you can as well. <img src="http://assets.coolhunting.com
[quote who="Yarlen" reply="14" id="3567668"] One thing that's important to us is that the units have a strategic purpose. As long as we can find a role for something, I'm cool to check it out. [/quote]I have to be biased here and mention that I absolutely LOVE long range artillery units and would adore a similar concept to be applied in Ashes. I know we have the Surface-to-Surface Unguided rockets at the moment but they feel less like "artillery" and more like close-ra
Core i7 3630QM, GTX 680M 4GB, Windows 7
The way EVE Online looks at "Tech" and "Tier" is a very good example to apply in this discussion, I believe. In EVE Online, the system is built (or rather WAS built - I'm pretty sure CCP has tried their best to do away with the Tier system) as such: Using Frigates as an example, you had - Low cost Frigates ( Tier 1) Atron/Imicus/Maulus (G) Executioner/Magnate/Inquisitor (A) Condor/Heron/Griffin (C) Slasher/
An experimental, higher tier unit might be nice to have (at some point) but please oh please don't make it a giant robot. It would destroy the entire feel and theme of the game.
I'm not too sure how I feel about teleporters to be honest. I honestly feel I'm more looking for the longer, slower games where you have to keep your supply chains going and establish forward bases as you progress as opposed to instantly dropping units onto the field. Maybe a Vasari-esque Phase Stabilizer node system, where you could establish small links between regions by investing a large amount of your economy into construction buildings that allowed for faster travel
[quote quoting="post"] 1. Why, when I select a tier 2 unit, does the unit building UI show up? That seemed like a bug, until I realized (sadly after an hour) that you are asking a factory to fill up battle group slots with the requested units! When the units come out, they are already part of the battle group, and act accordingly. That's genius! [/quote]I found this to be quite the boon while playing. The only problem I had with it is this: I can't figure out how
(Not sure if this is the correct place to put this but it sure seems to be) Well I was just playing a game on the map "Proxima". I was building an anti-Tier 3 turret right next to the Computronium generator just south of the dead middle of the map. My AI opponent had the tier 3 unit -Hyperion I believe- with the big old battleship sized quad barrel battery mounted on top. It did the attack where it streams a lot of fire at once from the main cannons on
[quote who="MindlessMe" reply="18" id="3566727"] I appreciate the info. I didn't realize the units moved at such a high rate of speed. Of course this may due to the true scale of the units not being discernible at this time. If we had buildings or something familiar we would have a true idea of the scale, but we can worry about all that later. At this point I really just wonder what option we will have for moving units faster, or if there will be any. Will we have alternate ways to m
[quote who="Andre_B" reply="7" id="3566469"] Total annihilation more than 60% of the units are fast compared to AOTS, theres units like the flea that are as fast as air units in Command and conquer. There are maps in TA where people played 1v1 that resemble a C&C or starcraft match. TA has the full spectrum of units from super slow to super fast, but lets leave it that old dog alone. Sins of a solar empire has i recall it has faster and slower units compared to AOTS theres
I will disagree with the notion that the units need to have their movement speed increased. The developers were very clear that they are going for a more Total Annihilation/Sins of a Solar Empire feel, not a Starcraft II/Command & Conquer feel. This isn't about how well you can micro-manage your individual units or creating an action-packed high intensity strategy game. It's about being the general, and giving orders to your thousands and tens of thousands of tro