What's going to kill a PHC Agamemnon?
Jythier
How do you even micro when things are in an army? Do you separate your armies and select individual units to do things? Why even bother having armies if that's the thing that you're 'supposed' to do to win? Also, why should I have to tell my artillery to stay at range? Shouldn't any halfway decent artilleryman KNOW THAT? Anyway, I wouldn't mind having 'artillery strike' vs. 'attack' orders, but I'm not sure unit behavior being set by order each move wo
Also, I think the whole point of Ashes was to blow away the idea that 'just because we've done it this way forever doesn't mean we should keep doing it that way'. Sure, lots of things came forward, but the massive leaps in the background technology and scale are the real heroes for this one.
What we need, maybe not in Ashes, but in the next 'grouped unit' sort of game like this, is a programmable unit AI that you can set up however you want. Players with different styles will want to do different things with their units. There will never be a one-size-fits-all unit AI. Or one size fits all situations.
Good point with the metal starvation. I'm finding that frigates can do a lot more than I gave them credit for, so long as there is enough of them and they don't run into any Zeuses without Athena backup.
"What time is that thing on Saturday, the party for Labor Day?" "1 o'clock..." Drat. Sorry I couldn't make it. :(
Hey cool. I know you seem to be always thinking about the game. I appreciate that a lot as a player, and reading some dev diaries really turned me on to the game more. I especially like two things - when Brad talks about the business, and when you use community members as a resource instead of ignoring them like many other devs. Although reading the map rebalance thread it seemed like he just turned all the maps into the sort of map he likes instead of keeping them div
It's just a different interface than I'm used to. Maybe an option then? There are other options like that around. But honestly I'm getting used to it anyway. It's just not the way I remember other RTS games I've played working.
Oh, and thanks! :)
I've been building a factory to start, and then building further factories as my metals production increases to above the line. I try to get an assembly right after factory+rads so that I can get a Zeus out, as it mows through the neutrals - and usually whatever enemy I run into first. I can beat the intermediate AI on default. I think I set it to Random once and it was bad for me as it rushed with orbital abilities that I wasn't able to handle yet. I have been bui
Sounds like fun, hopefully I can make it out. I have never played against an AI higher than Intermediate at this point, but I'm considering moving up to the next level as I stomped them last time (but on a tiny map which matters I think). So I don't think I'm ready for challenging... but I assume we can bring that down if we want to?
The shift thing. If you hold shift the whole time, yes you can drop a bunch. In other games, you can let go of shift, so long as you're holding shift when you enter the order, and it'll hold onto the build order. It's a little thing, as the title says. :D
So I've seen a couple videos of this game, but things keep changing. What kind of infrastructure are you guys building to get started? Based on my Company of Heroes days, I know that getting started properly is key to an RTS game, and it seems to be key here too. What build orders are out there? Is there any universally accepted things? I'm using my first engineer to capture and build a factory, or sometimes an extractor, while capturing. But I ha
Hey everyone. Just started playing this and I love how streamlined everything is. Units form into armies and they just work. However, the streamlining also removes certain things that have been in RTS since Warcraft 2. If I have an army with artillery I want to stay out of range with all my units from the defenses while bombarding them. It would be nice to have an 'attack ground' or 'bombard' command that causes artillery to attack without moving everything i
I thought it was just that, for example, metals AT FULL PRODUCTION would be negative, but radioactives are keeping the things from building at full production, so it's not using the metals and I'm gaining.