eviator

eviator

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

I'm sure this is, at worst, a tweak of CSV files, but it seemed to me that the capacitors acted a little bit like meat shields for the other T1 units. Sure they have higher health and shields, but without capacitors the other units are sitting ducks, which would handicap the whole army. So it would seem to me that capacitors need to be protected, not protectors. On the flip side, going against the Substrate means that enemy units should perhaps prioritize attacking the capacitors.

23 Replies 757 Views

Yep. Started happening in 1.5 and now it happens at least once per match. It has not been exclusive to massive hulls. I have gotten it with all sizes. It seems to happen late in the game, hence why it may happen more with massive hulls. It is quite repeatable in that I can often cause a freeze using the same steps from certain saves. I have submitted a ticket to Stardock with one such game save and steps to repeating it. Hopefully they can make good use of that.

5 Replies 11,407 Views

[quote who="Sargeras77" reply="4" id="3613252"] Without much terrain that actually stops movement right through it things like strategic choke points, transports (if they are eventually added), and air units, become a little less meaningful. [/quote] This exemplifies the difficulties in game design. A huge number of vocal forum users thought the maps were too choke-pointy, and wanted more open maps. You want the opposite. I guess that means the devs need to have a wide varie

13 Replies 897 Views

Thank you so much for posting this. I found it so satisfying I watched it twice! There is a lot new in the video that demonstrates you've been giving serious consideration to feedback given on these forums, and I greatly appreciate that. I'll leave the feedback on visuals to others, as I don't pay too much attention to that stuff. Having tweaked the unit scale, I'm curious what folks think about the current spacing of units that are in formation. - Initial logistics co

13 Replies 897 Views

[quote who="Timmaigh" reply="3" id="3613085"] I really dont like the part about those newbie traps. Things like that lead to shit like optimal build orders and whatnot, in other words create situation, when eventually you got to the same series of steps at the beginning of the match, if you dont want to lose... i think all the choices presented to player at the beginning of the match should be equally meaningful and only wrong depending on the situation (what the opposing player is doing

7 Replies 21,870 Views

Posted this in the other thread, don't know which is the "right" one. I'm glad Brad is thinking on these terms. It bodes very well for the fun-ness factor. It seems to me a core choice is one that sets the tone for at least the next few minutes of the game, if not longer. Air vs. land would be such a choice. T1 vs. T2 would be. Orbital vs unit spam vs defensive buildings another. I'm having some trouble with factory vs. expand as a core choice in 0.71. If you

3 Replies 35,748 Views

I'm glad Brad is thinking on these terms. It bodes very well for the fun-ness factor. It seems to me a core choice is one that sets the tone for at least the next few minutes of the game, if not longer. Air vs. land would be such a choice. T1 vs. T2 would be. Orbital vs unit spam vs defensive buildings another. I'm having some trouble with factory vs. expand as a core choice in 0.71. If you choose to build the factory right away, you forfeit your ability to gain a region

7 Replies 21,870 Views

[quote who="chemie99" reply="11" id="3612839"] Buildings take soooo long now I have stopped building drones, smarties etc. Spam units seems better vs AI anyway. 2-3 min build times and the resource costs have not made defense buildings useful right now. [/quote] 100% agreement level achieved. I was going to start a topic on balance emphasizing building cost and build time, as well as research/orbital cost/benefit, but decided against it because I think these n

19 Replies 21,188 Views

Thanks for putting this together. The one person spamming the forums, here and on Steam, with negative criticism of both Ashes and NVidia (you know who you are) is essentially a troll, trying to fire people up to get attention. Thankfully not too many people have taken the bait. Nonetheless that person keeps trying, and eventually it's possible that could lead to a ban as a violation of the forums terms of service.

10 Replies 43,250 Views

[quote who="Frogboy" reply="11" id="3612724"] When we get to the Beta (later this month) that's when we'll want to see if we've fixed it. The 0.71 code base is from November so there's a lot of fixes that have gotten in. We think we've fixed it but we have also thought we've fixed it before. [/quote] Does "later this month" mean tomorrow because I can't wait ;P I was in the middle of putting together a video on behaviors and re

14 Replies 22,281 Views

[quote who="cosmiccensor" reply="4" id="3612462"] Not a huge issue when you are aware of it though, just need to remember to click far enough away from the node if you control it but it would still be nice not have to worry about it. [/quote] Not a huge issue if you know how to work around it. But I guarantee it will cause major negative feedback unless fixed by release, so I hope they do something (I am confident they will). Its even worse than just this, though. You

14 Replies 22,281 Views

Hi Frogboy! I'd love to understand more about the implementation of army behavior. It's one of the coolest parts of this game for me. I know some parameters like relative unit positions and leash are defined in CSV files. Obviously the high level mechanics like getting into formation and evaluating the context for different behaviors are in code. - How would you rate the overall flexibility of the current army behavior system on a scale from 1 to 10 (i.e. How easy is it for yo

24 Replies 118,957 Views

Well 6 years or no, the game must feel finished at release to avoid a lot of negative publicity. GalCiv3 could have had a much better release if the devs had implemented more of the feedback that had been offered during the beta. GC3 release felt six months too early, so there are some lessons to learn in what not to do. Ashes might have a leg up over GC3 comparing apples to apples, 3 months prior to release. Ashes is fun, GC3 was tedious. But aside from the missing gameplay additions, the ga

10 Replies 70,532 Views

The game overall looks way better in the video than it does on my system. Makes me want to get a new video card (running a GTX 770). Based upon the video, I agree that the Engineers look big. However I think it is wise to keep them looking big so they are easier to pick out on the screen. This is a case where I think gameplay has to trump immersion. I do like the tree scaling in the video. What exactly happened at 13:05 to 13:15? Initially most of the army hung back in formati

40 Replies 42,061 Views

- Performance tuning and stability. This is a given, really, as every game goes through this process prior to going gold. I'm pretty happy already on my fairly modest hardware (i2500K, GTX 770, 8GB RAM), but there's always room for improvement. - Army behavior . AI-controlled armies are the second major selling point in this game, after scale thanks to advancements of the engine. There are various posts already showing off wonk

8 Replies 29,144 Views

According to the most recent development schedule ( https://forums.ashesofthesingularity.com/472632/ ) the game is going to be released in the next two months. We know it's going to be eventful: - More Orbitals - Strategic map overhaul - Substrate + Beta - Ascendency Wars (I think this is an ongoing metaverse campaign) ----- Given the short schedule, we cannot expect them to be abl

8 Replies 29,144 Views