Have you wanted a Sandbox mode for Ashes so you can test out various unit combinations and defense configurations? With the Sandbox map I created, you can. Download: https://drive.google.com/file/d/0B3COOirjZWXLNUNDRU1LVmVFWG8/view?usp=sharing The zip file contains a README and a new map called "Cage_Match". You customize the Assets/MapScripts/Cage_Match.xml to build various unit groups
eviator
[quote who="eviator" reply="12" id="3602081"] Do we have a way to completely reveal the whole map, no fog of war? I ask only for the purpose of evaluating the AI, nothing nefarious. [/quote] Nevermind :D
I have experienced this too and have been looking for ways to reproduce it, because it seems like a difficult problem to find. Sometimes if you un-battle group units and re-battle group them, they will do what you want. More often though the units behave poorly in battle groups indefinitely, so I end up sending those units un battle grouped on suicide missions.
Agree. I prefer option 1. Tooltips in RTS slow things down.
Interestingly the AI uses army profiles (calls them templates, I think). I like the idea. Perhaps such armies can have an option to auto-reinforce by queueing replacements for units lost in battle.
Fear not, they will rebalance the difficulty by release so that normal is competitive but not too difficult for most people. In the meantime, it may be possible to tweak some files to unofficially create a difficulty level between easy and normal. I'll see if I can figure that out.
Do we have a way to completely reveal the whole map, no fog of war? I ask only for the purpose of evaluating the AI, nothing nefarious.
If you didn't change the game speed and it seems similar to mine it's probably normal. The + and - keys change the speed. In the top right below the scores it says "Normal" for me, but if I hit + it goes to Fast, then Faster, and Fastest. The tick rate of the in-game clock does not change, however. Are you saying the AI played weaker just by changing your color? There is no option to upload a picture, you have to do it by URL. There are plenty of free cloud-based image
Another thought occurred to me. Madmaxneo, do you player on normal speed, or some faster speed? Because the in-game timer does not tick faster when you do so, so 4 minutes may be more like 8 minutes at "normal" speed. A screenshot would still be helpful if you could manage it.
I finally figured out how to get those 3 files. Your map must have at least some terrain. A purely flat map, which I assumed would be the simplest case and handled well by the map editor, will not work. I added a single hill and magically the files were there and the map would load. TheRealWarpstorm, would you be willing to divulge how to load MapScripts?
[quote who="The_Engenieer" reply="4" id="3601995"] Its not easy for you make maps until they fix this 3 files , iff you check after you make a clean map dont show this 3 files like it showld ,means when you want try the map miss the placements bases ,dicription and map proprerties. GameplayMap.csv MapDescription.bin MapProperties.xml [/quote] I am also missing 3 fil
[quote who="Madmaxneo" reply="34" id="3601968"] I was trying to upload an image of what my screen looks like at 4 minutes but I can't figure out how to upload an image. Basically I am at about the same amount of time in your video, probably a few seconds longer than you though. I did everything you did but things are happening differently. The units I sent south to take all those points like you did get slaughtered about two resources points after the generator down there, and I f
[quote who="tatsujb" reply="15" id="3601959"] as you well highlighted we have a feeling of helplessness towards this game as we are deprived of any means by which to order our units. [/quote] "We" is misplaced here. I do not have a feeling of helplessness. I do, however, acknowledge that the level of unit control is below that of other games. Though a tiny bit unfortunate at times, I also like the lower APM that lower unit control brings (for me), so most of the tim
My units always fire at radar targets when within range. I actually wish there was a way to stop it because it gives away your position. It also gives away what unit you are attacking with. Maybe we could use an "attack ground" command, though might me more micro than the devs want.
Does the air scout also have radar?
I did this once and had no idea how. Thanks! Had to restart the game to undo it.
For Turinium nodes, neutrals spawn at the very beginning of the game. That is why I avoided the node directly to the south. For normal relay nodes, the first group spawns at 2 minutes. So cap what you can for free before 2 minutes. Over time neutrals will respawn, so it's best to come in with overwhelming force (at least 3 groups of brutes) so you only have to fight off the first wave and then cap. I'd like to see that screenshot. The AI does aggressively expand, which is what
[quote who="Madmaxneo" reply="25" id="3601890"] Ok, if your so good at beating the enemy on normal mode, then what is your strategy? I did it once on one map (Knife fight) but am unable to replicate the scenario on any other map (Deneb in particular). No matter what I do or how fast I build the enemy overwhelms me with forces every time. If I am able to hold on long enough they send a super dreadnought at me and I start to get wiped out. I usually quit when I know I am going to lo
Jeez, wth, I cannot create a single working super simple map with the map editor. Can you please write up a how-to?
[quote who="Madmaxneo" reply="25" id="3601890"] Ok, if your so good at beating the enemy on normal mode, then what is your strategy? I did it once on one map (Knife fight) but am unable to replicate the scenario on any other map (Deneb in particular). No matter what I do or how fast I build the enemy overwhelms me with forces every time. If I am able to hold on long enough they send a super dreadnought at me and I start to get wiped out. I usually quit when I know I am going to
This is almost 2 hours into the game. Let's assume the AI was building quantum complexes constantly and spending a good deal of research on the HP boost. It is plausible, and I might actually try it. Also, there is one, maybe two units in the game specifically designed to take down Dreadnoughts. If you are keeping up with the AI economically, which looking at your score, you did, it seems possible to make some anti-dreadnought battle groups, with the supporting units, to take it o
I have no issues with it either. I'd just like a tiny bit of early game flexibility, minor pacing adjustment, and a few balance tweaks, as I outlined above.
Well I tried it. Played Knife Fight on Beginner, won easily, then Normal, won with fair resistance, then Insane and got clobbered. On insane at 2 minutes they had over 3,000 score to my 300. They attacked with dreadnoughts at around the 8 minute mark. So unless you are an RTS God, I think you encountered a bug that I did not reproduce.
This post is recommendations that I think can help improve the benefits and usefulness of radar and the empire tree. Radar placement. Since terrain affects radar coverage, show a ring indicating a radar building's projected coverage area, factoring in terrain and radar research, to help us in selecting a location for placement. This will particularly help new players who might not otherwise put much thought into the terrain's impact on radar coverage. I strongly recommend this
A new player should have trouble on normal, and lose handily on insane. So I will try to duplicate this on Knife Fight tonight.