Are you sure you weren't hitting shift combined with the middle mouse button? Shift+middle click allows you to change your perspective.
eviator
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.
Don't believe a non-Stardock person when they say X will be in patch Y, unless it is documented. And even if a Stardock dev says it, be skeptical. Initially 1.4 was going to be the starbase governor patch. It was pushed to 1.5, though actually we haven't heard much about that recently so who knows. Overflow was implemented in beta 5 (not alpha), though the devs thought it was working in beta 3. Trims had a couple of "probably in 1.5", but I don't think any of those are backed up b
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.
So my question is, how would it have been different if you had made all brutes? All scouts? Some combination? Consider these questions from a unit differentiation and group composition perspective.
Two different people seem to have misunderstood your point. Perhaps that means you were not as clear as you think you were. Please try again. Or not, it's nothing to me.
[quote who="Frogboy" reply="9" id="3596237"] I'm struggling with the empire tree as well. Thoughts? [/quote] Sins is the only place I've seen it, and I never actually played Sins. Maybe I should. What I can gather from Let's Plays, the true benefit of the empire tree is you can see at a glance the relative strength and composition of your local assets compared to those of another player, includ
The most logical context of his statement is "veterancy" in general. And I think I agree with him. I never played Sins, did all the units gain veterancy? It seems to me you really wanted to keep those Capitals alive, making them a big deal. That said, it also seemed like building a capital was a huge investment in time and resources, and relative to that Dreadnaughts in Ashes seem much more disposable.
Very interesting.
A lot of the things you ask for came from GalCiv2 expansions. And we will be seeing them return in GalCiv3 expansions. This is not an excuse, just information.
Was looking forward to the new AI planet management and governors. Then this happened. Granted it's not the best planet, but as you can see the governor completely fails with regard to adjacency...still. This was the first planet I colonized, and my first use of the governors, in this case the Research governor. One data point isn't g
Okay what I think I learned from all this is that my 4.5 year old CPU is good enough for this game/benchmark in its current configuration because DX12 uses the CPU more efficiently. As such, my bottleneck is my 2.5 year old video card. If I got one of the high-end cards, Then my CPU would likely be the bottleneck. The reason my DX11 and DX12 numbers are so close, aside from nVidia working on more DX12 driver enhancements, is that one thread is enough to keep my video card pegged with DX11. So
We both have the 4GB version.
I do have the 4GB. Everything you said could explain some things, if true. My DX11 and DX12 numbers are very close as you predict.
I have the 4GB version. But my point is that if the GPU isn't the problem, why does the benchmark indicate I am GPU bound when you are not? I know the whole thing is complex, but the benchmark devs say if you are GPU bound you need a faster GPU.