Ticktoc

Ticktoc

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

Nice idea. [quote]You can take out a single smarty with 3 groups of brutes It takes 5 groups of Archers to take out a Smarty [/quote] I might be being stupid but can you give a little more context to those? On face value: 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 Archer

3 Replies 14,658 Views

[quote]* A simple number on the upgrade icon showing the numeral level we are current at for upgrades. [/quote] I saw a screenshot somewhere which looked like it had this one in-place. I don't know where it is but it looked like a more advanced/current Dev build of the game. Perhaps it will come with the first Beta build later this month.

2 Replies 3,712 Views

[quote]up to a game where I have 8,500 logistics in use. [/quote] Blimey, I can see that taking a while to reach. Out of curiosity how did that perform? Any sim speed slowdown?

6 Replies 54,426 Views

I just found this: https://www.ashesofthesingularity.com/metaverse#/ladders/single/overall/SinglePlayerOverall I had no idea it existed. I scrolled down to 3000 people before giving up, was curious how many sales there had been :p I searched my name and I am there but it is completely wrong. Apparently I have played only two games on beginner on one map, and that i

2 Replies 25,589 Views

[quote who="The_Engenieer" reply="9" id="3602039"] Wasnt joking about seton [/quote] Cool stuff! I hope you are using the biggest map you can. When global abilities come in i guess we can drop an engineer onto those islands from space. Can a Dev say whether or not water will be in the game on launch day? I know there will be no navy but some pretty water would be nice for the visual breakup on maps, as well as for eye candy.

67 Replies 287,276 Views

[quote who="hazyhaar" reply="34" id="3601996"] Could u please add a hotkey for iddle willagers ? [/quote] Do you mean idle engineers? This ain't Age of Empires don't ya know :p But if that is what you meant then hitting F1 might do the trick for ya.

36 Replies 101,656 Views

[quote]What does the difficulty setting actually do? [/quote] Yeah, at some point I would like to know this too. But they are still working on it so I can wait. As far as I know, up to and including Normal difficulty the AI does not cheat. After that I don't know.

2 Replies 10,161 Views

Yeah, this might have changed with the latest patch. Before it was always the Radioactives which the player would be short of while having surplus metal to play with, which is fine as you can use it to build T1. Now, while I've only played one long game with the new patch but I found I didn't have enough metal to spend the Radioactives I had. They seem to have switched.

1 Replies 13,249 Views

[quote who="eviator" reply="32" id="3601925"] For Turinium nodes, neutrals spawn at the very beginning of the game. [/quote] I did not know that, thanks! [quote who="eviator" reply="32" id="3601925"] Half the map at 4 minutes seems pretty fast, though. I might try to figure out how to duplicate that. [/quote] If you build a bunch of engineers at the beginning and first send them to further nodes and then go for the nearer ones you might be able to

54 Replies 147,977 Views

I think your analysis is very good Ling. [quote who="LingWhisperer" reply="37" id="3601769"] I've taken the time to write this post because I want to see Ashes to be the best game it possibly can, so if any devs read/consider my points, thank you for giving me the opportunity to do that! [/quote] I think we all feel the same. A lot of people on here and on the Steam forum have expressed a lot of frustration with the slowdown mechanic. I do hope they contin

41 Replies 92,114 Views

If you do have a mix of AI in a game you could certainly lose track. Perhaps after the name you could have the first letter of the difficulty level as a reminder. So, Wade E. For Easy, Wade H. for hard. It doesn't take up UI real-estate and looks like the beginning of a surname too, so adds to the immersion [e digicons];)[/e]

1 Replies 13,839 Views

haha, I feel dumb. I misread your initial posts about that file and thought that was the current default and that you were suggesting we edited and played with it ourselves. I took a quick look and thought "this is a bit much for me right now" ha. Now I know just to swap it out, duh. I'll give it a whirl, it sounds promising.

29 Replies 113,056 Views

[quote who="admiralWillyWilber" reply="14" id="3601793"] Agree about normal mot being to hard to beat. Have you read the manual. The Ai gets economic bonuses after normal. This was also that way in two. My guess is that you don't call this a handicap I call this cheating. I would rather make the harder levels harder not cheating. My guess you haven't read the manual, or we wouldn't be having this conversation. [/quote] I didn't know what you w

54 Replies 147,977 Views

A bit more feedback: - The AI needs to be smarter or behave differently depending on game settings. I finished my 6 player ffa against normal AI on the new huge map. VP were set to 10000 but I won before anyone got that far. However I am not sure I should have won. Red kept brushing past very close to my Nexus to get to a generator. Obviously it was an area of lots of battles but at one or two points if they had pushed a bit more onto my Nexus I don't think I could have st

20 Replies 47,279 Views

[quote who="TheRealWarpstorm" reply="4" id="3601469"] Having made the Civilopedia, I know what that entails. [/quote] Yup, pretty cool. Quite the mammoth undertaking no doubt! The one I am suggesting would be a whole lot simpler though :) Blizzard has similar things on their website I think but I think it would be better in-game.

6 Replies 35,422 Views

In no way is normal too hard to beat but I agree it might be too big a jump from easy. I am not sure why someone is saying the player is handicapped after normal difficulty. There is no way the Devs would do that. Handicapped would mean things like making our units slower than the AIs, reducing the HP or damage of our units compared to the AIs. I am sure this does not happen. If you are seeing higher values on the AI units it just means they have invested in more unit upgrades than you have.<

54 Replies 147,977 Views

[quote who="Frogboy" reply="8" id="3601521"] Now, that said, I think one thing we can do is give the Brute a longer "leash" (the Zeus has a long leash). So that they are more willing to get out in front of the core of the unit. Much of the meta here is designed to keep the core of the unit safe (i.e. the brute sare protecting those artemsis's while your zeus's are up doing what you asked for). [/quote] Okay, I wrote my replay before your

29 Replies 113,056 Views

[quote who="Frogboy" reply="8" id="3601521"] I think there is a fundamental misunderstagnding of what a Meta unit is. Once you turned those units into a Meta unit they act as a single unit. That means, the army, as a whole, is a single large unit. If you want the units to just swarm a position individually, don't use Meta units. [/quote] So they sit back and let two artillery units fire and all the brutes and units with shorter range do nothing bu

29 Replies 113,056 Views