fantstc1

fantstc1

Joined Member # 6347223
73 Posts 297 Replies 8,075 Reputation

I just had what I think might be an interesting thought. What if there was a toggle for buildings, that moved between regular production and reinforcements. So you could essentially switch a building between the two modes. Would this be better or worse? Just more to control? Or would it make it easier if you could tell some bldgs to produce, while others strictly handle reinforcements? (Thinking this would also lay groundwork

11 Replies 114,109 Views

Here is the setup: - Map is Procyon - Player One (Human, Team 1) is PHC at position 2 - Player Two (AI, Team 2) is Substrate at position 3, with random strategy - No other players - Leave all settings to defaults I have been trying this for weeks, and just can't win. No matter what I try, or how many times. It's amazing. (I did beat it on intermediate, when I wanted to see if it could be done at a lower

9 Replies 45,439 Views

[quote who="GeneralsGentlemen" reply="12" id="3685943"] . This is clearly what would be an amazing improvement to make, but like everything, the issue is developer time and the opportunity cost of it. [/quote] OK. so this begs the question... I suspect there are a lot of people out there who would be happy to pay for improvements. Have you guys considered stuff like kickstarter, or doing the equivalent on your own? And basically just set it up s

15 Replies 72,843 Views

[quote who="RomeoReject" reply="8" id="3685649"] Quoting GeneralsGentlemen, reply 5 Upgrading the Radar building seems a little unnecessary when you can upgrade Radar range via Quantum upgrades, which will be reduced in price to 75 Quanta in 2.4 I think the difference is with buildings and units that can't fire at radar contacts (Which is a lot of them), having some kind of upgrade to allow more utility out of radar towers is handy. Not to constantly bring up S

15 Replies 72,843 Views

[quote who="Ticktoc" reply="7" id="3685620"] (assuming I haven't imagined radar helping ) [/quote] @generalsgentlemen, Two questions: 1. Can you validate whether radar currently helps AA and artillery? 2. Incidentally, just curious, why is your ID plural? (Royal we?) :)

15 Replies 72,843 Views

[quote who="Ticktoc" reply="3" id="3685527"] It significantly boosts effective range of AA. It is vital when fighting up a hill because the line of sight is blocked so without radar you won't fire but will get fired upon. It does give early warning and it makes artillery and defense buildings much more effective. [/quote] I definitely haven't noticed radar improving AA or artillery. I'll have to experiment a bit. That would be pretty cool, and

15 Replies 72,843 Views

I like this idea a lot. Radar doesn't seem to be so important in this game at the moment. I rarely build towers, and when I do, they don't seem to be a huge help. Maybe the range isn't enough? Or maybe I just get frustrated that all you can see is a mushy blob. Seems pointless most of the time. And because I don't rely on it too much, I almost never do quanta upgrades to radar. Quanta is just too precious. So, I agre

15 Replies 72,843 Views

Any hope of fixing the glitch where you suddenly can't select units? (boxing and clicking units suddenly doesn't work, and you need to double click or click elsewhere to unlock the glitch?)

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Wouldn't third faction be nihilon? I mean, "genesis." "In the beginning..." Am I missing something??? Expecting some "advanced nihilon" ... the alluded to it on last level, right? "He's processing and evolving faster than we can..." ... something like that.

15 Replies 109,015 Views

I think the game was meant for i7. Your ram might be a little low. I think 10-16GB is recommended. I think your GPU, however, is probably OK (I think). I am frankly surprised it runs for you. I know someone who tries to run the game on i5 with like 16GB and a high end GPU, and he can BARELY get the game to turn on. For him, it is unplayable, and his box seems a bit more powerful than yours. If it helps, I did dig out this link... <p

7 Replies 51,157 Views

[quote who="Sunstarx55" reply="4" id="3684606"] Great game by the way, replaying C&C was getting a little stale. So thanks. [/quote] Oiye. Not even sure what to say about this. There was this cool RTS called Starcraft2 that most of us played for a decade or so before this... But yes, Ashes is its superior now, in many ways... (but still needs touching in a few areas, IMHO)

15 Replies 109,015 Views

[quote who="Sunstarx55" reply="4" id="3684606"] 3. If you're trying to hold the central plateau any turrets you place down can't hit the enemies coming up the slope until they're at the top. If you move the line back you sacrifice the generators giving you resources, if you move it forward you have to make it even bigger to cover the area. [/quote] Orbital scan?

15 Replies 109,015 Views

[quote who="Sunstarx55" reply="4" id="3684606"] 2. They spam them and pretty much nothing else. Just finished a go at it and by 60 minutes there's a Cronus coming from each base, with 1 or 2 bases pushing 3 at a time! The was maybe 5 non Cronus dreadnoughts that I saw through entire match. [/quote] I forget how I dealth with these guys, but they weren't a problem at all for me. I think I used drone launchers.

15 Replies 109,015 Views

[quote who="Sunstarx55" reply="4" id="3684606"] This is hands down the toughest mission, even after mission 3 which took me 3 attempts before I realised that trying to push the the halfway point at the start was a bad idea. [/quote] Yeah, this is right on. Same here. Would be a good idea to provide this directive to the user at the normal level. Something like: "The enemy is fairly well entrenched. Establish your

15 Replies 109,015 Views

[quote who="GeneralsGentlemen" reply="4" id="3684280"] We will be talking about the Roadmap in our Dev Diary next week. [/quote] Bump. ;) (checks watch)

13 Replies 62,617 Views

[quote]before I tweak stuff based off only a couple of peoples feedback [/quote] Just curious what "tweaking" means in this case. I thought normal level was just the AI working exactly like the player, with no bonuses or penalties, and just plain smart/efficient AI. So what gets tweaked? As to level of difficulty at "normal" setting... Hard to know what advice to give, because this depends on

15 Replies 109,015 Views

I just played on normal, and I finally finished the campaign this weekend. The third level -- Atwater, or something -- was very difficult and took me around 6 hours. I am absolutely convinced there was some cheat on the part of the CPU there, but haven't watched the replay yet to prove it. The other levels were mostly cakey, beat within a short period. The one that seemed like it should have been a challenge, but was a joke, was the 4-way..

2 Replies 35,186 Views

[quote who="GeneralsGentlemen" reply="4" id="3684280"] We will be talking about the Roadmap in our Dev Diary next week. [/quote] Hoozah. Thanks. Frankly, improve what you have. Push out navy to like 2019. I don't hear many people complaining that they don't have naval ships... maybe occasional requests here and there. But I have seen requests for work on meta units all the time (formations, behavior controls, AI, etc.)

13 Replies 62,617 Views

[quote who="Ticktoc" reply="5" id="3684292"] I also get the same sort of bug where I can't select a unit, have to click on terrain first or something [/quote] Would be awesome in itself if they could just fix this. I'm actually curious to know what causes it (or maybe several things), but good to know it is happening to other people. This is a very visible rough edge of the game.

13 Replies 62,617 Views

Yeah, I heard that stuff too. It would be great to know the sequence, and other stuff that might be included. The improved graphics and wreckage will, I think, be part of the nitrous 1.5 upgrade (see June post). And I am pretty sure that the 1.5 upgrade is expected in roughly august timeframe (although I would assume Fall, because these things often take longer than expected). The new Dreads and Juggernauts are likewise near term I think, along with the next segment of

13 Replies 62,617 Views

Is there an active roadmap that someone can link? I'm just curious what plan is for next year or so... I mean, is new stuff currently in a holding pattern? Last I heard, stability was the factor that would get the most love in the near term. I know the concept of navy is out there somewhere on the horizon too. But other than that, are there things to look forward to? Like.. maybe... behavior controls on metaunits, and improv

13 Replies 62,617 Views