[quote who="Kazzerigian" reply="16" id="3603299"] Quoting EdWood110, reply 14 The engineer keeps building the amplifier even when the structure is done... so all queued orders after building the amplifier are not being executed. Agreed! And I think it happens every time!<br /
eviator
You can stream. And I've seen a couple folks do so already. Just not many people doing it.
[quote who="legacyone" reply="28" id="3603040"] I don't know why your even talking about IPv6 [/quote] I figured that part out on my own. Besides, this thread is dead so there is nothing to side-track.
You don't understand, nevermind.
[quote who="TheRealWarpstorm" reply="5" id="3602882"] You don't have the 100 quanta at the start in this patch? [/quote] Confirmed, no free quanta :)
legacyone, from which native language are you translating, and which translation service? The wording is coming out grumpy so you might want to explore a different happier translation service? There is a point to what you are saying in applicability to IPv6. NAT is not the preferred addressing solution for IPv6, which will make all devices Internet addressable, requiring an actual firewall to protect them. In that case Valve and game devs are going to have to rethink things by necessi
[quote who="TheRealWarpstorm" reply="5" id="3602882"] You don't have the 100 quanta at the start in this patch? [/quote] I've played 1 game of 0.64 and the answer is definitively no. Cannot remember which map. Unless I'm going nuts. I will try again in a few hours.
Feedback: - The Control Point UI is obstructive. I'm guessing this is fill-in. - Unit construction progress bar is a little hard to see. - Power amplifier is a good idea, offers some early-middle game decisions. If placed on a reactives region it takes 3 minutes to recoup. It needs a build progress bar. Would you consider making it assistable by engineers to extract even more (with diminishing returns)? - Still hoping for some free early-game quanta so you
It needs a building progress bar.
The the radar is the blue dotted cloud outside your visual range and it will glow orange when bad units/buildings are there. You indirect fire units are able to attack radar signatures.
Known bug, thanks for reporting!
On the roadmap for 1.4 (Q3 2016)
Playing now, still working on feedback. What happened to having a battle group request reinforcements? It works, but the new units aren't automatically added to the battle group, so they go off ahead of the group to the next objective, then die because they are all alone. They used to catch up to the group leader and join the pack, which is how it should work.
While I can see how this is definitely limiting, one of their expansions will have navy, so they'll have to address it eventually. Or is the plan to not have islands even then?
[quote who="legacyone" reply="17" id="3602599"] You didn't get it did you eviator UDP traversal IS being done its being done in the game right now but its how the ports are for how UDP traversal works that is the problem. and again Valve can't help at their end its the ports the game uses are end. [/quote] <p class
There is a lot of misinformation going on in this thread right now, and I don't really understand the agenda behind it. If UDP traversal is superior to UPnP, Valve will move to it, and then Ashes will support it. If you are on a crusade about it, start complaining to Valve, not Stardock. Nearly everyone is operating just fine with Steam's current method (or Steam would have died long ago), so it's going to be an uphill battle. Good luck.
A vulnerability from 2001 is not very convincing, but I suppose that is moot. If UDP Taversal is the future I guess Valve will come along eventually. Good luck!
I just realized the people you are playing against probably do not care about these posts. They are probably just connecting to you normally, and using UPnP. So there isnt really a purpose to your posts, but go ahead and keep posting them if it makes you feel better.
Or maybe it's not really an issue. UPnP is fine for nearly everybody on their home networks, and the security issues you reference were on poor configurations and implementations, not the protocol itself. Lastly your beef on this should be with Valve, not Stardock. Such a wierd thing to get fired up about.
Legacyone, he seems to be saying Ashes uses the Steam connection methodology. If you want to complain to someone about the insecurity of UPnP, maybe you should complain to Valve and ask them to implement UDP traversal. Then Ashes would support it.
[quote who="Ticktoc" reply="2" id="3602466"] You might want to check this out: http://steamcommunity.com/app/228880/discussions/1/496881136924078275/ Looks like they listened to you and now players start with 100 Quanta. Adds a bit more choice. [/quote] Oh, okay thanks for the info (Ticktoc) and thanks for the addition (devs)! Maybe I should pay more attention to the st
Building extractors near the Nexus at the start is not viable? I have literally never tried to play without doing so. I better see how the game plays without doing it. Around the 1:30 mark there is no other viable strategy except building a quantum relay. Because if you do not build one as early as possible you hit the logistics cap and subsequently fall behind. As such, quantum relay into logistics is a required build, so there isn't much in the way of decisions. Please read my p
For those looking to make Normal easier, I came up with a solution (a mod): https://forums.ashesofthesingularity.com/473360
Well, you can't make Normal easier without gimping the player, but you can make Easy harder to bridge the gap between the two difficulty settings. That is what I did in the linked file which replaces the file Assets/GameCore/DefaultPlayerAI.xml https://drive.google.com/file/d/0B3COOirjZWXLTXdZNHlqMW9ITE0/view?usp=sharing Make a backup of the original file first, please. Then replace
[quote who="Ticktoc" reply="1" id="3602271"] 2 groups of brutes would die while trying unsuccessfully to kill a Smarty? 4 groups of Archers would die while trying unsuccessfully to kill a Smarty? That make the Smarty tougher than I thought, or Archers a lot weaker than I thought. [/quote] Okay thanks, I updated the OP to clarify. Yes, 2 groups of brutes would die unsuccessfully killing a Smarty. Yes, 4 groups of archers