The V key. B breaks up the meta unit.
eviator
A battlegroup with T2 or T3 units can request new units by clicking the group, then the unit buttons on bottom. Factories will build the units, which will automatically be added to the battlegroup when they spawn. Those new units will catch up to the battlegroup and fight with them. I've been hoping they would consider an ability to auto-request reinforcements, but that might be a bit overkill in the "let the computer do stuff for me" department.
The roadmap for the second faction is January. The hover units do not work over water, making naval units a thing in one of the expansions. Is how a unit moves over the ground for the different factions all that relevant? Or looks? I think more relevant is how they fight. Yes, making the Subrate version of a brute with similar battle capabilties except with shields instead of armor, and a different look, that would be lame. I have faith they will make the factions much more va
If you played against the normal AI, it would be hitting you with dreadnoughts by the 15 minute mark, so an archer "rush" at 15 minutes isnt crazy. And don't mind Tatsubj. He has built himself an antagonistic reputation on these forums because he wants the game to be awesome. For him awesome means it has mechanics similar to SupComFA, and this game isn't there, neither in terms of development or design. He's the quirky cousin who everyone loves, but who everyone thinks mig
1. Coming in a patch soon 2. Left click the unit in queue 4. It works, but I don't know the process off hand, which means the mechanism could stand to be improved.
On your third point, hitting V turns a group into a battle group, and they all stick together. On your first point, battle groups have AI to work together as a cohesive unit, including reordering into formations that make sense in battle. While I personally think more work is needed here, the game does have a decent start in that regard.
Okay then, well 3 "no"s in a row. I guess this idea is a bust. Global abilities seemed like such a rich area of game strategy variety, but it would seem that folks don't want that degree of variety. I can't find anywhere online that says deck building in AOE3 was a bad thing. All mentions were positive. Oh well.
[quote who="Lino722" reply="3" id="3597158"] I am not a fan of one player having a strategy that i can't effectively counter because of some decision I made pre match. I would hope that nothing could be built by one player that another cannot. [/quote] Does that mean you would rather have a limited stagnant set of orbitals available because that's all the UI can support? All I'm looking for here in the potential to add new global abilities over time, dozens
This is frustrating. I'm trying to bring some ideas to make individual games more varied, strategic, and interesting, and you think it's a bad idea because it's going to hurt mulitplayer matchmaking? You are so blinded by the multiplayer experience you insist upon that you seem to have forgotten that games are supposed to be fun. Fine get rid of the progression, but leave the deck-building. That was the main point anyway. Your metaverse progression idea has little to nothi
Orbitals/Global Abilities have the potential to add a lot of flavor, variety, and strategy to the game. I'd like you to consider the possibility of making a deck-building-like mechanic for the game, with each "card" being a different orbital. The only RTS game I've played with this mechanism was Age of Empires 3, so if you are familiar with that game, you know what I'm talking about. Prior to the game you build a deck out of the available orbitals, and only those orbitals are avai
[quote who="Frogboy" reply="3" id="3597096"] Also, we are starting to get things ready for the Orbitals which are scheduled to have two types of early game acts: 1. Incursion (call down a small armed force to anywhere on the map you have vision) 2. Engineering call down (call down an engineer anywhere on the map). [/quote] Wow, so awesome! I think orbitals have so much potential to make this game ridiculously fun to play. Imagine so
Are you sure you weren't hitting shift combined with the middle mouse button? Shift+middle click allows you to change your perspective.
Victory is achieved by holding more Turinium generators (triangle regions) and thus acquiring the critical mass of Turinium (victory point limit). You can also destroy the enemy nexus, though this win condition is more difficult to achieve. You can hit the spacebar to bring up the strategic map and move around quickly. The strategic map is a work in progress, so don't judge too harshly.
Expanding is necessary, otherwise you will lose on Victory Points. The game does not lend itself to turtling. I realize that is not really your question though. The strategies have not really been fleshed out right now. The seed/nexus is very strong, so it will be effectively impossible to win with a rush snipe tactic. But rushing may still be effective for hurting your opponent's econ in the early game, depending upon map size (even the small maps take a fair amount of time to tr
They don't want a screen full of icons. I think "build forever" needs to be a conscious choice, which is how it is now, otherwise it would be too easy for newer players to have economy problems. Maybe make an option for it, but I doubt that option would see much use. The strategic map (accessed with the space bar) is kind of fill-in right now, so it will see improvements.
Alt toggles them on and off. I'm sure there will be a key bindings list eventually, but not for the alpha.
In my opinion nothing the OP said indicates this is not a RTS game. What a strange comment. I'm sure the devs can provide their RTS resumes on demand if needed, that would be silly. As for me, I can just about keep up with what's going on in the game on normal speed. Once I get fluent with the UI maybe I can go a notch higher, but probably not much more. Also, in my opinion we can't truly evaluate game speed until unit teleport gets in the game. Teleport brings up the over
About the game speed, on normal I can just about keep up with the game so it seems right to me. After I get fluent with the interface I could see going a notch higher, but not until then. Also, in my opinion we are going to need to wait until unit teleport gets in the game to truly evaluate the speed, as that kind of mechanism serves to speed things up.
I looked all over and don't see where you got "space-based". Yeah it takes place in the galaxy, but every game takes place in a galaxy. Lore-wise this game is a battle over planetary resources, so it makes sense it takes place on the surface. Also you do not move from planet to planet, thanks to our mastery of quantum entanglement and distant matter manipulation.
I follow Stardock on twitch.tv, so I got an email when they came online.
In today's stream, just before quitting the first time, one of Brad's dreadnaughts was destroyed. This apparently un-battle-grouped the Remaining units. I recommend the units retain their battle group, choosing a new leader. Make sense?
I think the game has good bones. I personally will be waiting until closer to release, with more key features implemented, to see whether it gets the thumbs-up. I think it will.
So, NDA is lifted for the latest version, right? We can post videos? We can discuss the game details outside of the Founder's forum?
Oh NOW I see. I had to read Benedictis's post to puzzle out what Tatsubj was suggesting. I do not object to either approach.