I think I missed the point of this. I'm not sure what the underlying question is. To answer the question, "Do you like building your base in an RTS?" asked on Twitter: In RTS's, I like it when units interact with one another at the macro-level. Base-building is a distraction from that. (Consider Sins of a Solar Empire: Rebellion, where the details of
StormingKiwi
Ashes is a game I really want to love, and I have been holding out on reviewing it on Steam. But as a game it plays more like a technical demonstration of what the nitrous engine can do then a full-fledged game in its own right. I probably will not review it, because I want to see Stardock succeed, especially given they publish Sins of a Solar Empire. Is this game still being worked on? Or have dev resources moved on to better things? It's a shame because I feel like As
[quote who="Quesocito" reply="5" id="3676387"] i think its sad that units have to continually have their "preferred engagement range" reduced.. thereby effectively reducing their range, in order to counter a problem that shouldnt occur anyway.. if units suffered a speed penalty while backing away AND firing, then all of this would be solved. instead we have long range units who intentionally close the distance, just so that other shorter range units can catch them while they t
[quote who="DKTrue" reply="2" id="3675516"] Though I wouldn't put too much emphasis on Unding's Videos. He hasn't uploaded since the big balance patch 2.2 so a lot of things might be off there. You can also watch Priest's steam at https://twitch.tv/priestxes <span style="color: #ffffff; ba
Oh yeah, One feature that I would really like to see is the Rise of Nations unit-AI control, where you can tell your armies to be aggressive/defensive/hold position/focus on razing structures/focus on raiding economy etc.
Suggestion: Area commands. This is one of the things that Planetary Annihilation did really well in terms of ease of control.
I think so, and so is replay mode... I *think* so. I haven't seen anything to the contrary.
Correct I did that. mac implied I could now build aircraft. Also I'm pretty sure it's a bug that my AI teammates, including the guy telling me we can't build aircraft, can build aircraft .
Play on a 2v2 map and watch what the AI does in the meantime?
These options are not new, they're available in vanilla Ashes?
In "The Hunters', Mac explicitly states that aircraft can't be built. Despite this, the AI can build aircraft Also the event chain that leads to the player being able to build aircraft doesn't work :-( I can still not build Sky Factories after the script has fired to enable my engineers to build Sky Factories.
Yes it's a file. Hang on! I'll find it for you. Here you go. Copy and pasted from the file, located in Assets\Loading Tips :) Capture Turinium Generators for a 10% global boost to metal and radioactive income. Whichever player (or team) controls the most Turinium Generators accrues victory points over time. Destroying an enemy Nexus severs their connection to the current planet...
Just a couple of noob modding questions. How do we mod the artificial intelligence behind Ashes, both unit, tactical and player AI? I've heard rumours this is possible? How do you view and change the ranges for various weapons? Cheers
[quote who="TAG_Utter" reply="28" id="3655102"] Quoting StormingKiwi, reply 27 I guess what I'm really asking is whether modders will be able to write code for the unit, tactical and strategic AI in Ashes. Yes we can do that. We can create a u
Oh lovely :-) I had seen that we could alter the personalities so thank you for opening that up. Is it also possible to mod the AI itself? E.g. Topware Interactive, the developers behind Earth 2150, released a tool called Earthc that allowed modders to write scripts for unit AI. I guess what I'm really asking is whether modders will be able to write code for the unit, tactical and strategic AI in Ashes.
Re Modding: Using the nitrous engine, is it technically feasible to mod the AI? Especially for future games using the nitrous?
Is it possible/feasible to open up modding support for the AI more than is already available? I've figured out how to alter the existing personalities/difficulties, and I am hoping to be able to tune the unit AI/player AI. E.g. Rise of Nations, SoaSE and Earth 2150 allowed the player to tune the unit AI to different degrees of specificity. I am essentially asking if custom AI would be possible, especially as Escalation is adding units that might be compl