The number is supposed to be the amount you have in surplus / deficit every click.... like you rate of gain/loss. It depends on what you are building at any given moment. It's somewhat more complex than that, but that is the gist. Does that answer your question? If I understand the inquiry... you are asking why you might be gaining nodes, while your numbers are remaining in the negatives. If you are building more things, or more expensive
fantstc1
I was playing last weekend, and noticed that when I tried to select air units on several occasions, I wasn't permitted. So my question is, what is the best way to report glitchiness like this. Is a screen recording the way to go, or is that useless? Can I just send the replay file, or something?
[quote who="GeneralsGentlemen" reply="49" id="3677431"] I don't understand. [/quote] Lol. Thought it was just me.
[quote who="GeneralsGentlemen" reply="46" id="3677386"] Current priorities are implementing Juggernauts, Vulcan and better modding support. Afterwards we'll be pushing a lot for stability (Fixing crashes.) and getting some more QoL changes in. Unit responsiveness is important, but it's not at the top of the list. [/quote] Can't say I like the answer, but at least appreciate the response. :) Thanks.
[quote who="grefranger" reply="36" id="3676778"] Yeah not even bothering with dreadnought upgrades nowadays. Please make upgrading them less tedious [/quote] Holy smokes! I just took a close look at that image! Is that an entire fleet of Dreads?! I don't think I've EVER had that many!!!
[quote who="grefranger" reply="42" id="3677011"] Another option would be to create a menu, that we can access anytime during the game, where we can assign upgrade paths for each dreadnought type that they automatically follow. [/quote] I considered this too. But that means I would potentially have to config at the start of each MP game. That's why I recommended a popup. Just prompt us when it needs upgrade. Don't make us find the Dr
[quote who="GeneralsGentlemen" reply="40" id="3676888"] it was entirely to do with preventing new players from unintentionally forming and armies and being stuck not knowing how to remove it, which was especially crippling for Engineers. [/quote] I get it. You've been very clear about why. No dispute from this end as to rationale. It probably needed to change, as you say. [quote who="GeneralsGentlemen" reply="40" id="3676888"] Removing cli
(PS Yes, I love RTS and micro, and don't mind doing lots of things manually.. but I think Ashes needs to make a decision if it wants to be a micro game... and if not... serve the player better and make it easier to do things, not harder) The problem with making the game too micro is the speed. It's probably much better than it used to be, but it still feels a bit less responsive and fluid than a beautiful game like Starcraft 2. This is not to say that ashes does
[quote who="GeneralsGentlemen" reply="33" id="3675590"] Yeah just box and press V. [/quote] Two factories producing T1 with two engineers supporting at the start of the game. ... you'll be boxing, and boxing, and boxing.... ... harder and increasingly annoying as the distance between factories and destination army gets further... ... with click option, you could just send the units to the closest trailing T1, and they would form up with whole army.</p
[quote who="GeneralsGentlemen" reply="30" id="3675519"] The forming of armies with mouse clicks will be removed next update. [/quote] Hrmm... this was one of the easier ways to make the T1 units form up and work together. Now I have to box them all and hit V?
Glad replays have finally arrived. Thanks so much to dev for getting this done. It's key to MP. I got some time to tinker with the game a bit more last weekend. Would it be easy to: 1) Enable users to show a timeclock during actual play 2) Enable users to bookmark significant moments, so that they can be reviewed during replay (ex. if player his ctrl+B during game, a bookmark will be added to replay, which would allow player to just skip to that moment). <
I'd go as far as saying it might even be the single factor that is making the game less "sticky" than it could be to players. It's not an easy issue, I'll grant.
I'll have to experiment more directly with attack move. I stopped using it, honestly, because wasn't noticing big differences between a-move and regular move. The only time I use a-move now is when I am sending units into unexplored territory. I'm not sure the node thing is working as you say, because I usually attack to nodes with the blue line. I'll monitor more closely. ... giving some further
Finally tried the update last weekend. Much to love (especially the new launcher!) BUT... I am still seeing issues with Unit AI... which is now, as far as I am concerned, the only remaining "functional" problem with the game. Here are some things I thought I noticed (in theory, I have the replay now to prove it, right?): - My units charging through creeps to get to th
Anyone do any videos yet with the new replay feature? I am betting the new videos will be pretty awesome. Finally able to enjoy and take maximum advantage of the fluid camera angles and full zoom capabilities. Can't wait to see what sorts of stuff might get created. Sadly haven't had a chance to try it myself yet. Hoping maybe this weekend. All the changes look awesome... way to go.
For me, the reason I stopped was no replays. Still love the game, and have every intention of coming back when replays are available and in full swing. Just taking a break, because I grinded all the way up to gold, but couldn't bust into gold ranks (got stuck). Found that I was getting cheezed, but couldn't crack how... so... now awaiting replays. Glad to hear balance has changed to
Just want to follow up on this. I listened carefully to all the advice from folks in this forum and elsewhere. I listened to everyone who told me I should get the "uber" monitor. I placed faith in those who told me I would definitely notice the difference. I tried to think of my long term interests. And I did ultimately get my new monitor. FWIW... to all those who are considering the same options (ROG vs. Predator):
What exactly is it that the user is supposed to be doing in the game? I suddenly gave some thought to the fact that it's not really a game about living armies destroying each other. The "factories" are not like the factories on earth, manned by people. Same can be said of the "units"... It doesn't seem like it would be correct to imagine that all of the little ships are actually manned by people. So, if I can be tongue-in-cheek for a mome
I'd love to see work done on unit AI in general. Smarter combat behaviors.... maybe with some controls... But stuff like... I send to a node, and my units start attacking the NEXT NEARBY node while they are at it... THIS MUST STOP. Elsewhere, I've recommended the use an an "imperative" command... so if I "imperative" an attack on a node, the troop will smartly attack the node, and ignore most everything else until th
Oh, thanks. Didn't realize that. :)
Bog basic question: Is it possible to increase defensive structure DPS somehow? In the early game, stuff like Drone Bays can be terrific for maintaining control of an area. As the game progresses, though, units tend to get more chewy, and the basic buildings then become a little less useful. By late game, the buildings melt fairly easily. I know that you can increase the toughness/resistance of the structures, but tha
[quote who="Frogboy" reply="21" id="3666558"] BTW, @Fantst, I don't think you know very much about Stardock. Most of our money comes from software, not games. And frankly, after we sold Impulse to GameStop, we have the luxury of doing pretty much anything we want including giving away millions of dollars in licenses to our early access customers as a gesture of good will. [/quote] @Frogboy: This is probably true. I don't know much about your company, just
[quote who="Orachin" reply="15" id="3666510"] If developers thinks that escalation is too difficult for majority of players [/quote] Og is dumb. Og can't cope with too many Blinkies on screen. Og will go bang rocks together instead. Really. Too difficult? (Wonders what this says about RL.) Frankly, unlike SD, I would recommend Ashes and Escalation to anyone. ... As
[quote who="Orachin" reply="15" id="3666510"] - it is all automated. Sure even in ashes or escalation we can manually set up a custom game and invite players to play against AI. But i dont actually think many actually do it. [/quote] I tried this for the first time recently. Strongly recommend it to everyone. It is epicly fun. I usually do the campaign and then focus on competitive ladder. But coop aga
[quote who="SchismNavigator" reply="11" id="3666503"] Steam Workshop Support Modding Tools Juggernauts T5s Vulkan Support "Tournament" Ashes Replays + Enhanced Observer Mode (I know this is in testing by other users) New Factions [/quote] Hrm. Some of these were NOT always promised.