eviator

eviator

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

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.

54 Replies 148,849 Views

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

1 Replies 2,377 Views

This post is to offer some feedback on the current balance for research and quanta. I know balance at this stage is a low priority, but the following suggestions should be pretty easy to look at right now since it's just tweaking numbers. 1. Logistics. Even if you start building a quantum complex as early as possible, you can easily reach the initial 100 unit cap before you get the 100 quanta to research logistics. This also forces you to spend your first 100 quanta on logistics,

4 Replies 31,836 Views

[quote who="Frogboy" reply="12" id="3601526"] https://onedrive.live.com/redir?resid=AE73D69FD38970E0!114881&authkey=!ACiM9T6YKJcG_Cg&ithint=file%2ccsv Try replacing the file in your Ashes installation with this and see how you like it. [/quote] I sure as heck hope this wasn't a placebo change, because I am loving it

29 Replies 113,410 Views

[quote who="Ticktoc" reply="14" id="3601529"] So they sit back and let two artillery units fire and all the brutes and units with shorter range do nothing but get shot at. Surely the idea of a meta unit is that it is smart enough to use all the units within to the best of their abilities. [/quote] Thanks for saying it so I didn't have to. I understand that the AI decided this was what the group should be doing. But as a player commanding the group, 95% of

29 Replies 113,410 Views

[quote who="Jetkar" reply="3" id="3601515"] Probably is on the Devs list to do list. There again remember this is not a final release game so will not be perfect lol [/quote] Totally agree. I'm a patient man. That is, as long as I know that eventually the bad stuff will end. Pulling from another game (same publisher, different devs) the GalCivIII devs thought 1-turn overflow was working in Beta 3, despite outcries on the forums and live streams. They finally acknowledged

29 Replies 113,410 Views

First, metal early game is kinda scarce, so we need to be mindful of that if you start adjusting resources. Second, in the current state of the game defense = units. One or two Zeus with some T1 support can handle a lot of T1 units. Static defense could use a buff, IMO but that is balance, and balance should not be a major concern during pre-beta and early beta. Third, control of the map SHOULD mean the game is over. Get too far behind with no flanking opportunity means surren

10 Replies 16,350 Views

[quote who="chemie99" reply="30" id="3601414"] PLus the AI seems to ignore or defeat this and have runs run past you anyway (including capital ships) [/quote] I've read this from a few different forum posters now. I haven't seen it myself nor have I seen any video evidence. So it's hard to get on board with this claim. I'd really like to see it in action because it would be a pretty big deal if true.

41 Replies 92,829 Views

Yes, I have noted this behavior since the first founder's release. The devs have not confirmed it in the forums, and there isn't much public video evidence, so I wanted to see if we could rectify both of those. We can talk about the UI zoom level and unit combat speed and whatever else, but lack of unit responsiveness will really hurt this game above all other issues because it feels buggy. And if the game has this buggy feel at release, it will be difficult to recover from th

29 Replies 113,410 Views

For the entire length of this video I tried to get this battle group to attack and capture the resource node. The units are very unresponsive, and some of the shuffling is also wonky. Also, what is the AI of the medics? It seems that, while in battle, the medics just hang back. Is that intended? [video]https://youtu.be/PNQ7V2bF-to[/video]

29 Replies 113,410 Views

[quote who="TheRealWarpstorm" reply="12" id="3601470"] You must be doing it wrong. [e digicons]:)[/e] That is the editor we use to make all of our maps. [/quote] Bummer, but I appreciate the response so I can stop spinning my wheels. I'll wait for someone to write up a howto, or the public version, whichever comes first.

20 Replies 47,580 Views

Frogboy, we need a way to disengage man. Enemy group A showed up on radar and my nearest group B that could handle it was in the process of capping a different enemy's region. I tried to get group B to pursue group A, but it was so slow at responding that it was pointless to even try. It had the combat speed penalty having wiped out some buildings, and it spent a minute, no exaggeration, reshuffling. I don't see that kind of slow responsiveness appealing to many RTS players.

20 Replies 47,580 Views

It's hidden in the MainMenu ;) So I know it's finicky, I know you haven't made it readily available for us to use. But I've been chasing my tail with the editor for a few patches and I'm eager to know if my efforts are futile. It seems to me the editor alone is not enough to make a working map. I'm fine with that, if that is indeed true, I just want to know if it's true. Or ... Is the map editor all that is needed to get a working map and I'm doing it w

20 Replies 47,580 Views

I've been schooled. Thanks for the lesson. I'm usually in TCP-land where this wouldn't work. You mixed up the ports in a section in the middle, but I knew what you meant. Now say again why the ports have to be restricted? Does your firewall restrict the destination port on outbound UDP packets? Because from your description you can punch holes for arbitrary ports. Holes are punched from inside on the reverse path, and most consumer firewalls don't restrict which ports

30 Replies 45,007 Views

Very quick feedback on 0.63. Having played (and lost) on the new map. - The map is very open. That should make people happy. I was getting surprised by the direction from which the enemy was coming. Would need to do a better scouting job on such map. - I now see that random maps might be asking for too much. Balanced maps are important and I think it would be too hard to make random maps balanced. I think the map editor plus steam workshop support would be better than random m

20 Replies 47,580 Views