#2, tiers are relevant for Battle groups, a key design element. It is necessarily to be very specific about which units are command units, and tiers denote that quite clearly. #3, you cannot turtle in your base and win by Victory Points, can you? You'd easily lose the Computronium nodes. No comment on the rest.
eviator
Core i5 2500K, GTX 770 4GB, 8GB DDR3, Windows 8.1
[quote who="AoWFever" reply="53" id="3567242"] Quoting eviator, reply 52 Wait, middle mouse is supposed to control angle as well as rotation? Because it never has for me. Yes, it controls zoom, angle, and rotation. I'm not at my home PC now, but as I recall pressing the ALT key down
Wait, middle mouse is supposed to control angle as well as rotation? Because it never has for me.
Some thoughts... The unit frames on the left provide a quick way to assign battle groups. This is far superior to trying to move them all into a single blob and hitting Z. I also have been trying to decipher the unusual movement you get in groups of units. Many times in a fight units will hang back out of range until you explicitly attack a unit. So far I've found attack-move (Ctrl-right click) to be decent, but frequent click orders are needed as the battle shifts locatio
I just now remembered two more tricks worth mentioning. 1. If you have a big blog of units of various tiers, some in battle groups some not, select them all, then right click a T2 or T3 unit with open slots. Those units not currently in a battle group will be placed into one, and the rest will be left alone. You may have to repeat a few times to get all of them assigned. 2. The unit frame UI provides a quick way of making battle groups so you don't have to go searching for
This should have gone in the Founders forum
That is precisely the starting build I have been going with. With that staring build you do exhaust you initial supply of metal in the first minute or so, preventing you from queuing units, logistics array, and metal extractors outside your base, so you have to take a small break from building brutes to get a little banked. Im going to assume that this game is eventually going to be much richer so that a variety of early and long term strategies are viable.
For this topic, my goal was to find some simple economics to guide base building, with the idea that ultimately we want to produce units as quickly as we can. I'm intending to explore this further than just this OP, but I wouldn't mind some help. In your starting area you have four metal deposits. Extractors provide 1 metal per second (mps), plus you get one just from your seed. A factory continuously producing T1 units consumes 5 mps, assuming you do not get engineers to help
I may be wrong, but I think Stardock operates under the economic model that the games they are working on are fully funded through the full development cycle, and do not rely upon founder/pre-order money to finish the game or provide expansions. My guess is the money this game makes goes into the bank to fund the next idea.
I personally think this thread is premature. I guarantee they have flushed out more complete ideas for how they want their tree to work, and that what we see now is a placeholder. I'd rather them show us some interesting, unique tech tree ideas than us try to steer them in a typical RTS tech direction.
In SupCom engineers cold reclaim junk and steal enemy structures too, and that was cool. This is not a SupCom clone so I'm not saying do that too, I'm saying making engineers able to do extra stuff does add fun. Now how do you make it happen without adding too much micro?
Well I agree a better visual for action is probably warranted, but are you sure the current implementation isn't already attack-move?
Tier 3 units seem to allow up to 16 subordinate tier 2 units. You cannot assign tier 1 units to a tier 3 unit. Tier 2 units seem to allow up to 5 subordinate tier 1 "pips", where a pip is a tier 1 squad. You cannot assign engineers to a tier 2 unit. You run into a problem when you start trying to reinforce a tier 3 battlegroup with slots open for tier 1 units. Selecting the tier 3 unit and issuing tier 1 build requests results in building the tier 1 squad but that squad is not
I think the unit frames are supposed to show health, group leader type, and battle group fullness, plus what kind of units is it composed of. All of these are relevant strategic information that may be determinable without having to actually see the units on the screen, so I think there is significant value there. What may really be needed is some cleaning up of those unit frames so those details are much more obvious. That sounds like a UI polish thing to me, and since this is alpha, I'm
Add eviator4 please, assuming this is not against the NDA.
When I accidentally unplugged my keyboard, the in-game sound stopped working. When I hit escape to pause the game and alt-tabbed out, when I came back the health bars turned on, and the "Options" button was not clickable. In a Quick Start match that I had running fairly idle for 30 minutes, the game crashed. If I can repeat any of these bugs, I'll submit tickets.
I've not played any RTS games with a Battle Group kind of setup, but when I finally figured out these two things below, I was smiling ear to ear. How clever! 1. Why, when I select a tier 2 unit, does the unit building UI show up? That seemed like a bug, until I realized (sadly after an hour) that you are asking a factory to fill up battle group slots with the requested units! When the units come out, they are already part of the battle group, and act accordingly. That's genius
I am also not in favor of WASD scrolling for this game simply because you have a real good thing going now with QWERTY for building. Click-dragging with middle mouse was the first button that my brain wanted to try, but I think I can train it to use RMB, so it's not a big deal to me. I was not able to intuit how to tilt the camera. I used to play the older RTSs where edge scrolling and minimap were the only ways to navigate. Somehow I seem to have gotten out of that habit and clic
Very first impression: the opening music is awesome!
I'm pretty sure the OP was referring to Ashes of the Singularity. I have similar specs and I'm not too concerned I'm under powered. Our stuff isn't really that old. Your OS will probably be a factor too. Many games run much better under windows 8 than 7, and I expect a similar jump to 10. I also keep my gaming OS very clean and lightweight, not running any extra programs except anti-virus.
I'm wondering, what are the best ways to navigate around a large map quickly? Here are the ways I've seen navigation done in a few genres: - Edge scrolling - mouse wheel zoom out and in over center - mouse wheel zoom out and in over cursor - click and drag - click mini-map - double-tap selection group - backspace to pan back to previous location - saved location hot keys What methods are best for modern large scal
According to this , you will be able to purchase Founder, Founder Elite, or upgrade from Founder to Founder Elite up until the point when they release the game for "Early Access", expected to be something in the summer. Early Access means "beta", so while it is still in alpha, you can still be a founder.
I liked what I saw, was new content for me. Mini-map navigation is a little clunky so I hope for map navigation with hotkeys. I am looking forward to Thursday.
Whistle-blowing protection? That's an odd reason to encrypt websites. More likely this is a broad stroke to try to solve a narrow problem, brought on by higher-ups who don't really understand the problems they are facing but know that encryption is a popular buzzword and want something to put on their performance review next year.