This is normal. The normal AI is the level without cheats or handicaps, so it shows the true strength of the AI.
eviator
I will not be turning this on. Hopefully multiplayer will enforce the same planet wheel settings. Keep in mind what is happening here, folks. By turning this on you are acknowledging that Stardock does not have to field complaints about balance or micromanagement regarding the planetary production wheel. The de facto answer will be "you are the one who decided to enable an unsupported game mechanic, so we are not responsible". On the other side perhaps it will open up modding opportunities, w
This was the first planet I invaded in 1.4. The only one so far. I let the governors control 11 of the 12 planets I colonized. About half of them are reasonable, the other half are silly. Not a good track record in my experience.
This is a planet I just successfully invaded. Reply when you see it. (Version 1.4, normal AI)
I would like pathing from factories, if the devs can do it. I'd like to know how you plan to make a sandbox style game. I have some tests of my own and no idea how to make those tests happen. The idea of different groups coordinating their relative formations is intriguing. I need to take another look at Kohan in this regard.
I like the infinite research levels in concept. For generic boosts its makes sense (logistics, resource capacity, speed, health, damage). I would like for it to be easy and obvious to see what level me and my opponents have invested in them. But as others have said, with different wording, if you only have generic boost research, that's a little meh, strategy-wise. So I also recommend more varied research that is not necessarily infinitely upgradeable. Visual assets for quick identifiacti
Are you putting them in battle groups? In battle groups all the units move together.
Great write-up, informative and good feedback for Ashes.
I was being cordial. I even said it. Sorry about the miscommunication. And Tatsubj is the only person who I do that with, and rightly so because some of his feedback is very venomous and counterproductive. Also, it seems you missed that I actually agreed with you. Your feedback was good, and I'm glad you posted it. I'll even give you a +1 as a gesture of goodwill.
Long, my first sentence was a little tongue-in-cheek, which doesn't come across too well in writing, so please disregard. Also I missed your mention of retreat. Sorry, and I agree. [quote who="LingWhisperer" reply="7" id="3599015"] They also frequently complain when the Early Access title is predictably not finished to their expectations. ...snip... I'm afraid Ashes of the Singularity might release looking more like a very fancy version of Gratuitous Space
What's noteworthy is that some of what you said is in. Perhaps it's not obvious to those just starting out: Shift click controls The empire tree idea is directly from Sins. Stardock published Sins and harkens Ashes to be like Sins but on a planet. In battle groups units do move and battle in a formation that makes sense. It's a little hard to notice because the units look similar visually. To make a battle group hit 'V'. T
This may not be a good idea, but I'll put it out there anyway: what if the Logistics tech upgrade also upgraded access to the next tier of units? A little bit like aging. First logistics allows you to build T2s, second logistics Dreadnoughts. Logistics is already a necessary upgrade in the game, so gating the T2 and T3 units in this way would not add extra burden. It also opens up strategy choices: early T2 rush or spam T1 units. Well Quanta Complexes take radioactives to build, which wou
[quote who="chemie99" reply="3" id="3598937"] Engage with one group and hold back other; once OPFOR is locked down, go zipping by [/quote] Well that sounds like a good tactic. I doubt it works. You can lock down the group, but if a unit in your zipping force gets hit, now that zipping force is also locked down.
Oh my, I've never seen this bug. What map?
I use the tree to evaluate the power of my battle groups. I have to keep track in my head where the control groups are because I haven't yet formed the habit of hitting Space. I also use it to help form battle groups, since there's not really a more convienient method to group up stragglers. I'm sure familiarization with the icons would help with group composition and reinforcement decisions. It's less valuable compared to Sins because you can't compare your force to
Great post! Unfortunately you are going to get this kind of feedback probably from now until a few months after release. SupComFA is the seminal work in the sub-genre of RTS that involves robotic units fighting on a large scale on land. Not many games have tried to tread on that sub-genre since, and those that did failed and were forgotten. Because many in your target audience will want to compare this game to SupComFA, they will also judge it accordingly, instead of fairly judging it on its
If you zoom out more, we all know that it becomes difficult to see units, impossible to distinguish them. Since we are not getting icons for individual units (thank goodness) we need to see what else they can come up with to abstract the battle while still providing enough information to help us assess the situation. They haven't really said when they might get to this, so we just have to be patient.
We? Given the current game mechanics 3 feels just right.
Whats wrong with the AI forming groups with only a few units?
Are you saying the rest of us have been offering lower quality feedback thus far? The speed penalty in combat was in one of the patch notes. I believe it reduces speed to 25% of max. One reason was to avoid situations where armies would move right through each other with few casualties, which really made area control and front-line combat frustrating. To add to the negative impacts, it also makes retreat not much better than just letting your units wipe. I think once t
Kazz, no. My 2.5 year old GPU is by far more of a bottleneck than my 4.5 year old CPU, according to the benchmark. For this game, and probably DX12-designed games in general, it seems a GPU upgrade is more beneficial.
[quote who="legacyone" reply="2" id="3598432"] http://www.ghacks.net/2013/02/12/test-if-your-routers-upnp-is-exposed-to-the-internet/ [/quote] As usual, the problem isn't necessarily the protocol but the implementation. Nonetheless if games are indeed moving away from UPnP fine, but they need to replace it with something that will work for the common user. FYI the common user doesn't know how to tweak their router for port forwarding, the most common scenario. Im not
Most games utilize UPnP to open firewall holes since most home routers can do UPnP. Are you saying your config cannot do this? Also, I thought games were hosted on dedicated servers, but your post implies the dedicated servers are just for creating matches. Stardock/Oxide, what are your intentions?
Well I like it. Fog of war complicates this greatly, but it seems generally like a good approach to me.
[quote who="TheRealWarpstorm" reply="13" id="3598302"] Regionalize has to be the absolute last thing you do. [/quote] Thanks. Just tried it and same result. Here are my exact steps, leaving no actions out: 1. Create a new map, name it, select 2048 for Map Size, hit Okay 2. Hit the "Rebuild Terrain" button 3. After a few seconds it completes, then hit the "Auot-Regionalize" button 4. "File" then "Exit" I accepted the default buildings,