Second this. Already filled support ticket to Stardock. My case, however, is much worse - DLCs except Overlord aren't showing up in the library or game properties, and is not present in the game.
KaneTiberian
[quote who="Frogboy" reply="15" id="3640208"] I've heard that you can restart STeam and it'll show up. [/quote] I've already tried this and nothing changed. I've also heard that there's some additional key that 'upgrades' AotS on Steam to Lifetime Founders Edition, other than one listed in Stardock account, but I have no idea where to look for it.
BTW, how to activate AotS all the DLCs on Steam for Lifetime Founders edition? I've noticed that only the Overlord DLC is present at the content list currently, and everything else is offered for extra money.
[quote who="Harbinger91" reply="17" id="3613108"]The player would then be able to choose from a number of different modules for propulsion, armor, power and weapons[/quote] That was done many times before, for example in Earth 21xx series, and is totally not what I meant. By designing objects I meant drawing everything bottom-up from raw materials that exhibit particular physical properties, creating in-game technologies pretty much the same way as in the real world. For a simple
[quote who="Ticktoc" reply="8" id="3612485"]Put $20m+ into the biggest and most beautiful large scale RTS game aimed at high-end systems.[/quote] $20m is not enough to topple SupCom. To make a step forward from it, one need to move from whole object simulation to matter simulation. This way, you either stick with voxels and the fact that everything looks as ugly as Minecraft (not an option for dream game), or spend $200+m on computational physics research to optimize wide-scale partic
[quote who="TheRealWarpstorm" reply="27" id="3602667"] https://en.wikipedia.org/wiki/A*_search_algorithm [/quote] ^^^^^^^^^^^^^ Exactly the thing that's wrong
Currently, even 2-line sentinel battery backed with smarty missiles, drones and repair bays can't hold army for long. The most lacking part is the counter to missile units. Larger, expensive defenses with more range and stopping power would be really useful - currently I'm stuck with guarding chokepoints by groups of T1 units led by a dreadnought, and that is not optimal due to HP wear after several attacks.
[quote who="Frogboy" reply="5" id="3599778"] The only way to make this usable would be to add in a whole new layer of information that would be displayed that would be practically a game project unto itself. [/quote] I believe it's the right way to go - the overlay system displaying forces' positions on a main viewport with smooth zoom from entire map to local battle. The examples of how it can look is above in ASADDF's post (probably need some additional info on
I'd like to share some feedback on technical part. Aside from usual and well-known problem of frequent TDR crashes on DX12, I have textures on units and buildings corrupted. Here is the sample (hosting deformed image, but corruption is easy to see on factories): Also, moving light sources, most notably missiles, are flickering all the time. Probably, that's due to interference of some t
[quote who="Gatokatcha" reply="3" id="3599483"] I don't know if an AI has ever done that. [/quote] I wonder if AotS' AI is a some kind of machine learning algorithm, like neural networks in Supreme Commander 2 or Planetary Annihilation.
Counterintuitively, you cannot launch DX12 mode by running its executable. You need to launch AotS from Steam, then select DirectX 12 from the appearing window. If that not works, then DX12 mode is probably not yet ready for your configuration. Game is in alpha, and not everything is stable - on previous version, I've only managed to play 5-10 minutes with DX12 before crash/hang.
From my own pathfinding experiments I devised the following way of doing things right: Implement goal-based vector field pathfinding algorithm. Take into consideration a special value for impassable terrain cells of the grid that are avoided always. That should prevent wrong decision-making. In the movement algorithm, set impassable cells to emit
[quote who="Frogboy" reply="22" id="3589802"] I think we had a pretty good setup in Sins of a Solar Empire. [/quote] I have mixed feelings about SoaSE's UI. Responsiveness problems aside, zoom was reasonably good, yet I've read indicators wrong frequently. Determining where my fleets are sometimes turned into a challenge. Empire Tree wasn't really helpful in this - too many small, frequently changing icons to be readable, a noble cause to unite control
[quote who="Frogboy" reply="3" id="3588671"] We want to convey useful on-screen information but we don't want the game to look like some grognard tabletop war game. [/quote] Be ready to that it may not be possible. Tabletop games (including chess), battle maps and modern military Command and Control systems have such look for a reason. Strategy is more convenient to devise when you have all the battlefield data before you at the same time. Icons are clearly not the
I have a proposition regarding Turinium - instead of making it a hard victory condition like now, it's possible to make it a unique resource required to power a massive and expensive game ending superweapon, like a Virus Transmitter capable to reprogram units and buildings in a very wide area. Weapon should only start to charge and be able to fire if the team have more than half Turinium Generators captured and connected to the weapon building. This way, Turinium Generators
Second here. No error info in Windows event viewer or AotS data folders in profile. Game crashes on Windows 10 under both DX11 and DX12, but DX12 crashes are far more frequent. Moreover, sometimes AotS just hangs forever, and I'm forced to terminate it via process manager. Some game situations tend to repeatedly crash the game, but I can't determine their nature (I have one save file that crashes all the time several minutes after load, however). Performed hardware check, CP
I've finally decided to try the game and, while it's reasonably fun and not even too click-intensive, my eyes now bleed from numerous attempts to find my army on that tiny minimap or completely data-blind main viewport. Grand scale RTS must have an appropriate info and navigation tools, and that's what Strategic Zoom made for. Don't know if the new spacebar overview can get the job done - TA: Escalation mod have similar feature, and while it definitely works, it can
[quote who="Andre_B" reply="111" id="3566661"] What makes you say that you havent even tried the game yet ;( [/quote] Frogboy mentioned that while TA fans are going to like the game, SupCom community is a slightly different market and AotS can be just not for them. Considering that almost any improvement in SupCom over TA was introduced in order to increase accessibility by allowing different playstyles, including those considered "bad practice" amongst e-sports c
[quote who="Frogboy" reply="104" id="3565377"] It seems like SupCom fans have Planetary Annihilation to migrate to. [/quote] That's not correct. Planetary Annihilation developers turned SupCom fans down entirely the same way as AotS ones, by embracing orientation towards TA pros.
No, it entirely beats the purpose. Purchasing Founder's Edition assumes that you should take a risk of interest divergence and possible under-delivery to get rewards such as lower overall price and exclusive content access. Not to mention that such refunds require a completely uncommon budget planning scheme built from the assumption that developers can lose all the money coming from preorders and cannot use it before the game is released. Also, if you're coming from non-com
[quote who="tatsujb" reply="26" id="3565516"] do you play with the two screens option on this game? [/quote] Single screen always. Just tried to run FAF with my modpack while using built-in blacktops mod set as a base, instead of Forged Alliance Forever mod that caused build panel to disappear in an earlier test using the same custom mods. It looks like lifetime before crash increased, and I was able to finish a match 73 minutes long. That option needs more testing, bu
[quote who="KD7BCH" reply="21" id="3564891"] Games run out of addressable memory. Once you hit that 3GB 32bit limit, boom as soon as it tries to write outside that it will crash. [/quote] 32-bit RAM space overflow was my guess as well, but it's not really the case - in the moment of crash it's usually from 2.2 to 2.8 GB. [quote who="tatsujb" reply="22" id="3564961"] these mods are not-intercompatible and the one I quoted, for example is compatible with
[quote who="kreyson135" reply="17" id="3564302"] check out Creeper World 3 [/quote] Awesome game BTW, though it's more of a puzzle than RTS, at least as it gets closer to higher levels. Also it's kind of downside that CW3 is unsuitable for LAN party - multiplayer is impossible due to high gameplay asymmetry, and co-op is missing since puzzle-like levels were designed for singleplayer. [quote who="tatsujb" reply="16" id="3564282"]do you by any chance install i
[quote who="AoWFever" reply="13" id="3563566"] My suggestion is that you study the games you play and learn to vary your tactics a bit. It will open your world up to any number of more modern games than Supreme Commander and make you a far more effective player. [/quote] I think people there aren't looking for "l2p n00b"-like advices, they're looking for a product that suit their needs. I'm ready to pay $100 or even $300 for a slow-paced RTS with strong turt
Looks like AotS devs don't really understand situation they found themselves in. Forged Alliance with all the mods required for a good match have serious problems with running on modern systems. To be precise, I've personally confirmed on 5 PCs that it runs only for 40-65 minutes, then crashes, rendering even relatively small matches unplayable. So Supreme Commander is effectively dead, and any developer team that announces similar RTS these days have to bear the cross