eviator

eviator

Joined Member # 6176744
67 Posts 739 Replies 3,542 Reputation

I hope this thread opens a can of worms, in a good way! To be honest, there is a lot more strategic depth in the current game than people realize, and the plans you've already outlined deepens it more. I think many people are confusing "playstyle" with "strategic depth". Sure, we cannot sit in

9 Replies 87,627 Views

Frogboy posted a thread on the Ashes steam forums that everyone should go visit called "The strategic depth thread". He is asking for ideas to deepen the strategic aspects of the game. If you are like me and thought the official forums were the place to offer game design feedback, think again and please go visit this thread! http://steamcommunity.com/app/228880/discussions/1/492379159715801383/ <

5 Replies 24,215 Views

Turinium nodes des also grant the possessor a 10% Eco boost, so factor that in. Air units, currently unused by the AI, offer the potential to strike strategic targets like factories And engineers. [quote] I feel the frigates are lacking in depth as well. They all are very similar in abilities. I’d like to see the units be specialized to the point that your choices in fleet composition make an actual difference. If the units are all doing close t

13 Replies 39,827 Views

A lot to agree with here. Yes, please let's settle the terminology of armies/meta units/battle groups. The pacing of the game really has to wait until a teleport capability is added to the game. If you can teleport that new Dreadnaught to the front line, unit speed is less of a factor. I wonder if the pseudo-unit exists to reduce the overhead of pathing. Four units that have to take the same path is less expensive than four units that can take different paths. Your

34 Replies 143,996 Views

Follow these steps exactly Step 1: create a T2 or T3 unit Step 2: click on the T2 or T3 unit Step 3: a the bottom of the screen there is the build UI where you can queue units. You may think this is the factory UI, but it's not. It is the reinforcement UI. Click some units to order them as reinforcements. That is literally all you have to do. Do it in a test game first and observe what happens after you follow the above steps. Lightbulb! Factories w

17 Replies 11,292 Views

When the Zeus orders reinforcements, the factory fills the orders and the new units that come out become part of the battle group (well, except for the bugs in the video). Part of the AI for battle groups is the units get into formation around the lead unit. So it's not really a rally point for the factory, it's the formations aspect of battle group AI that is causing them to catch up to the Zeus. A very nifty feature, once the devs fix it to work reliably (plus a couple things like f

17 Replies 11,292 Views

I wouldn't say this video necessarily demonstrates bugs. But it does demonstrate easily reproducible behavior oddities that are frequently encountered, counter-intuitive, and counter-productive. Many comments and concerns about the battle group "responsiveness" are tied to what you see in this video. I hope the devs can figure out some way to address this. [video]https://youtu.be/dtM-x4eRf8o[/video] Bonus video: [video]https://youtu.be/lAIw25oMbYY[/video]

6 Replies 4,924 Views

[quote who="tatsujb" reply="1" id="3604306"] Great vid! Yes! these things have been driving me up the wall. but it's not only that. it's the unwillingness to break formation when there isn't enough room to maneuver and to prefer going off a cliff also that drives me up the wall. [/quote] I actually encountered this issue when prepping for this video, so I'm hoping to be able to reproduce and record it.

17 Replies 11,292 Views

[quote who="MnMShow" reply="7" id="3604228"] I find it easier to beat multiple AI opponents at higher difficulty than a single one. For example I can't win a one-on-one against a challenging AI since the last two game builds, however I have won against 3, 4, and 5 challenging AI opponents. Maybe my long game is better than my short game, or maybe the AI long game is weaker than it's short game. [/quote] I encountered this too. I think in the long game we

11 Replies 48,215 Views

The following video demonstrates several easily reproducible bugs with the reinforcement system and battle group logic in general. The issues described seem rather minor, but when you scale these up to a large empire with many fronts and many large armies, the bugs can really cause a headache. If you can address these bugs, that will go a long way to making the reinforcement system much more useable, and you might just knock out some battle group AI bugs in the process, which will make everyo

17 Replies 11,292 Views

All build orders use QWERTY. If there are multiple "kinds" or "tiers", you can use Tab to go between them. So I hit 'Q' 3 times. I bet I could speed it faster by hitting F2 (idle factory) then Q 3 times. Defenders would slow down the AI too, yes. But I'm not sure if the AI handles the game differently with defenders off. For example with defenders on the AI builds a factory first and sends out brutes to take other points. With them off, maybe it just sends out scouts? None

11 Replies 48,215 Views

Here is how I go about beating Deneb on normal. This was an abnormally good start for me, never really got behind. Still works in 0.64. I have changed my build slightly since this video, though. [video]https://www.youtube.com/watch?v=nrD3mOqy6PE[/video]

11 Replies 48,215 Views

The cost of taking a point held by a neutral dreadnaught will take many minutes to recoup, so on many maps people just wont go for it. Furthermore, the first person to cap it incurs a penalty as the second person will likely be able to take it at a fraction of the cost. The idea is too flawed. Explosion art is in progress. They are making progress on the art every patch. The music is great, in my opinion. There is a way to decrease the music volume to 0. Your posts com

4 Replies 3,795 Views