Ticktoc

Ticktoc

Joined Member # 6377229
16 Posts 1,006 Replies 4,900 Reputation

[quote who="Frogboy" reply="6" id="3615300"] Water/Naval wouldn't arrive for awhile after release, no ETA on that one. [/quote] I think navy was originally listed on the schedule-sticky page on Steam as Q3 2016, maybe Q4. I've just looked there again and the navy and unit reclaim stuff is all now gone. I assume this is so that you don't get held to deadlines that need to be more flexible. Or that you have re-shuffled the order of doing things.

10 Replies 20,920 Views

[quote who="Frogboy" reply="7" id="3615302"]For 1.0, it'll max out at 6 players and 1 observer. We plan to increase the max number of players to 14 in the future. [/quote] That is good to know...and 14?! That is a lot...and the map sizes that entails...epic.I still think it might hurt a little in some early reviews/sales when there aren't 8 players on release as people are used to and therefore expect that with the RTS games. (Obviously I understand there are rea

36 Replies 53,079 Views

Two good options for a decent solution. I'd personally make the sectors bigger, though I realise yours is a visual example and not necessarily how you'd have it. I agree sectors may be a better way to do it than individual armies. When you hit Space and bring up the overview map it would show the strengths of each sector either within each sector (preferred) or down the sides labelled with the sector letter. I think there is a lot of potential for the strategic map to show off

7 Replies 23,809 Views

I think the map editor was not even meant to be accessible to us at this point so they haven't done anything to make it user-friendly or provide documentation. So are you and Di Havoc the same person? I had assumed you were going by another post but here you say, " DI has a Team speak server" so I guess you're not, unless you like to speak about yourself in the third person?...Ticktoc agrees :)

36 Replies 53,079 Views

[quote who="Frogboy" reply="1" id="3615222"] With regards to the maps themselves, eventually we plan to have more levels on maps (that is, be able to go into the basins). [/quote] basins? Do you mean going down for creating lakes/seas? If you weren't to fill them with water that should potentially add levels to the ground too. A while back you hinted at different tiers for water/navy. So for two tiers you would have surface and underwater.

10 Replies 20,920 Views

Hmmm, I think we all going stir crazy in here :p I don't think there is a way for non-founders to gain access to the founders stuff at this point Pelinth. I think someone has posted asking about it before. I checked a little while back and the Vault was empty for some reason and now the previous stuff seems mostly back in there but it all has the date of 11th of this month so it is impossible to know when they added stuff originally, oh well. As for the forum, the

4 Replies 22,247 Views

[quote who="Frogboy" reply="3" id="3614934"] Regarding logistics, there's now a + button next to them and it blinks red as you run out. [/quote] That is great but I just meant you haven't mentioned the concept at all in the tutorial. I have helped a couple of people over the months who thought the game had bugged out as their units stopped building. You've put a red box around it on image fifteen where it looks like you were going to mention it but forgot to put

7 Replies 2,025 Views

Ah, Terry Pratchett, a man with an interesting imagination. A very pretty image of it. Supreme commander 2 actually had a nice way of dealing with it with some of their maps, enriching it by showing more around the area you were in, sometimes like a painting, showing the battlefield within a greater context.

3 Replies 7,950 Views

- New models! Skinnier scout, chunkier Archer and a more tank looking Brute. And now only one archer and 6 brutes, you must have been doing some interesting balance work. - I also noticed a slight light beneath the Engineer, good good, will also look good on the night maps. - Transmission lines look more embedded into the terrain too I think. - Are the green pulses from the Brute longer too? Probably good if they are to go with the longer gun barrel. <str

7 Replies 2,025 Views

Interesting to get a fresh perspective on it by someone being so thorough. Though he missed the bright blue flashing button for upgrades so not totally thorough :p Informative pop-ups can be great. I would be somewhat hesitant to put them on everything like this guy seems to want, unless you can toggle them off in game options. They make a lot of sense in the context of v.71 but a lot of stuff would/should be explained in a good tutorial. That of course would include the streaming eco

5 Replies 850 Views

[quote who="tatsujb" reply="7" id="3614681"] how would two competing concurrents for turinium land and start competing for a planet at the exact same second anyhow ? [/quote] If you put just about any RTS under that kind of magnifying glass it won't hold up. But I agree, and have said elsewhere how it could be done, that being able to move/teleport the Nexus would add a lot to the game. I hope it comes in at some point, obviously post-release at this p

12 Replies 6,422 Views

Some of them look like they could be from the new benchmark. A shame they all blur when you click to enlarge them. If you are intending to have them with an article and don't have higher rez versions you might want to make them non-enlargeable. 1 3 5 (Though I don't like how far short the yellow beams are from the target they are meant to be striking) 6 12

8 Replies 611 Views

There is lore, the Nexus is essentially the Seed. Seeds get sent out to start sucking up planets and gaining the Turinium. If you watched the ign videos of Homeworld you start off from a massive base, no crashed ships in sight. They are such different games. It would be cool if should you gain a Turinium victory something actually happened to show the seed/nexus start to convert the planet or some other visual cue that what is happening is actually super destructive and not cool for t

12 Replies 6,422 Views

Once again great stuff. Even if only the top two were implemented it would be a major improvement. I think you have to have the numbers as you have done, so much neater and understandable than dots or symbols mixed up. Up till now I haven't used the Empire Tree either, so being able to toggle it on/off would be good. However with your suggested improvements I would leave it on for sure :)

9 Replies 1,890 Views

[quote who="Moomo" reply="1" id="3614127"] +1 for forests, dust/mist/fog in desert/snow/temperate landscapes, and most definitely night battles (this could look amazing with DX12 light sources). In the assets/lighting folder, there are files labelled as Frozen_Day_LightEnv, Frozen_Night_LightEnv etc, this is an indication that they are working on implementing night at some point [/quote] Thanks for the file info but there are actually night maps in the game right

3 Replies 28,453 Views

I have intended to ask this for a while and watching the Homeworld trailer has reminded me. By release do you intend to put little visual touches into the game to make the map feel a little more alive? Examples might include: - Occasional swirls of sand/snow on desert/snow maps. (I think Diablo 2 or 3 had the kind of thing I am talking about on the desert maps) - Dust kicked up from the units themselves. - Occasional bird of prey or flock of birds somet

3 Replies 28,453 Views

Yeah I agree, game play is likely to change a lot with next patch. Air being a lot more useful, faster build times for defence buildings and an orbital ability that improves economic income and stacks should give people who expand slower a lot more options I think.

5 Replies 593 Views

Check this one out I found on Steam. A gorgous shot the Devs could use for PR purposes. Shows what the night maps can look like/bring to the game visually. http://steamcommunity.com/sharedfiles/filedetails/?id=598139310 Dunno how to bring the picture up directly but that link should work to see it. Click on the picture inside to enlarge and get the full effect.

14 Replies 62,196 Views

I know there is not currently a unit but is there a building to boost shields back up? It would be semi-equivalent of the repair bay. Might be good as some of those dreadnoughts or other units with high shield counts will otherwise have to sit around a while between action for their shields to go back up. Of course that could also be part of the balancing process. I.e. very powerful but perhaps slightly slower advancements as they might be pausing more often. Oh, I just remembered I t

5 Replies 7,767 Views