I would say it is because there just aren't many people online, but twice now I have known for a fact someone has created a public lobby and I just can't see it (they could invite me through steam and that worked). I can see some sometimes though so I'm guessing it is not my firewall. Hopefully it is not a Steam region thing.
Ticktoc
[quote who="TheRealWarpstorm" reply="2" id="3601202"] How do Individual Unit Upgrades to Meta-Units Work? Yes, each squad contributes and the bonuses do stack, but some have diminishing returns. A metaunit (army) can only have one dreadnought in it. If you have more than one dreadnought, you have multiple armies. An army and a control group are completely different animals. Right-click units on an army causes the army to attempt to inclu
This patch is great. -Loading up the new map, mini-map blank, terrain and enemy location unknown. Great stuff. Actually built a whole load of Pan for the first time :) Myself and my neighbours in the game were fairly large but white become the most powerful player and I hadn't even met/seen them yet. I love that and it is exactly what I was describing the other day. I really hope you can get a random map generator into the lobby (PA managed it so here's hoping). You mi
[quote who="The_Scum" reply="2" id="3601200"] Normally I would expect the game to still run, even if slowly and at a horrible framerate. [/quote] That is indeed what you would normally expect from most games. When the game first loads I believe it loads a lot of the assets upfront. It takes a while when you first load it but it means when actually loading and starting a match it is very quick. Perhaps in the initial game loading it really is just programmed to expect 8gig an
Great observations and questions. [quote]What is the Area Control Dread Good For? [/quote] I think it has a lot more health than the others? When veterancy comes in with T3 upgradeable abilities perhaps it will become clearer. [quote]How do Individual Unit Upgrades to Meta-Units Work? [/quote] This is the question I want to know the answer to most. As you said: Do they stack? What are the actual buffs (the numbers/percentages)? Is there a limit
[quote who="Frogboy" reply="23" id="3601067"] Only thing I can add is that server migration will be in Beta 2 of the game (December 2015). Had to make the call between that and the orbitals for beta. [/quote] Yeah, probably the right choice as more people play offline than on and we want more things to play with too. But it does mean the host gets a slight bonus in a game because no one will want to kill him off till the end to avoid the game ending should he quit pre
[quote who="Madmaxneo" reply="4" id="3601085"] FYI I have the defaults set where there are neutral defenders at each node, it adds a little more complexity to the game. [/quote] FYI I addressed this when I said, " It takes a minute or two before the creep start spawning". I should have called them neutral defenders though, my bad. I also play with them on but as said there, they are not on the map immediately so you can grab some with engineers before they appear.</span
[quote who="TheRealWarpstorm" reply="2" id="3600999"] My take is that you should not see what player starts where. It is a fun part of this kind of game to find out out who your neighbour is. It would also fun to be exploring and coming across the borders of the opposition and finding for yourself where they are and what nodes they have captured of if a node has changed hands since you last went past. Frogboy has said elsewhere that at the moment the game feels like you get everything to
I think it carries on unless the the person who quits is the host. Even that will change too at some point.
This is a stream done with Rock Paper Shotgun: https://www.youtube.com/watch?v=2iPk2bAz83k Two main points of interest for me: 1) They do plan to have different stances available for the battle groups. They sounded like behavioral ones rather than actual different formations but I could be wrong. 2) They discussed whether the game should let the player know the strength of the other players (The numbe
[quote who="tatsujb" reply="8" id="3600771"] sorry to not agree. You know you're my home-bruh [/quote] haha, I disagree with you too, but as you said it was at least better than the current system I guess I can forgive you ;) EDIT: Interesting read Shiny and tat. I should clarify that I was not saying kill-all-super-blobs-of-destruction are good or unavoidable. I just meant there will be big armies. And on big maps lots of big armies. I am not a fan of kill-all-
I really like this idea, or something like it. We are not going to get a commander-like unit I think but the ability to have secondary bases which allows you to continue if you lose your first is great. In SupCom or Starcraft, or just about any rts the ability to survive and come back another day makes for epic games. Just having the one fixed base makes the game very rigid in this regard.
I like the 2nd one. Having the progress or health bar on the factory itself, while looking quite cool, actually seems more gamey to me somehow. Perhaps it is because I play with the health info off and just briefly tap Alt if I want to see that kind of thing. I see this post on the main page of Ashes of the Singularity like it is an official one. I don't know if that is a mistake or if they want to showcase the potential for modding. Modding and modders are great it has to
[quote who="tatsujb" reply="21" id="3600692"] well in this case AOTS currently supports pausing in multiplayer. *crosses fingers hoping they don't remove this* [/quote] I agree that this is great. At some point they might have to add a limit to how long or how many times the game can be paused though as there are some people who might maliciously abuse it. I.e. Pause the game and then walk away. Not cool but a possibility nonetheless. Alternatively a kick player
[quote who="tatsujb" reply="2" id="3600616"] here's why I think the ZERG creep idea doesn't fit much more : it's just a encouragement to use air and if it affect air and navy as well it's just an encouragement for two things : death blobs (the two opposing strategists naturally opt for the method that'll give their attack the best running chance : stacking units untill their sheer amount will suffice to render the discouraging factor a smal
So, at the moment when armies meet there is a game system in place that brings their movement speeds down to a crawl. This makes it effectively impossible to retreat from an engagement and is just frustratingly slow. Not great for a game about strategy. As far as I can tell the Devs have not really expounded on the why’s of this system but it would appear they don’t want players to take their army and simply bypass other armies while the defending player cannot catch up.</
[quote who="Madmaxneo" reply="9" id="3600541"] Yeah I know that one and it doesn't always work like it should, besides it is not easy to double click aicraft. I was looking for a keyboard shortcut. [/quote] Fair enough man, just trying to share something which is similar which you might not have known about. If I knew of a button I would have told you. I agree, a button for the job would be useful the the reasons you give.
[quote who="Madmaxneo" reply="5" id="3600524"] Retreat is an essential command when used in tactical situations. [/quote] yup [quote who="Madmaxneo" reply="5" id="3600524"] Which reminds me, is this game missing the standard "Select all same units across the board/onscreen" shortcut or am I just an idiot and missed the obvious? [/quote] Double clicking on a unit will select all of that type on the screen.<
The whole slow down thing is not seen in any similar RTS as far as I know. Even CoH which has a suppression mechanic allows the player to hit retreat and back out real fast. But that mechanic would be crazy in a game like this with its scale and unit numbers. I noticed a lot of the devs worked on Civ4 and 5 which have area of control (forget the proper term) for units just like many tbs games. I am guessing the influence is coming from them/that. It works in tbs but tbs and rts are totally di
[quote who="Ghost_51" reply="3" id="3600462"] Yeah movement is an issue for me as well. Sometimes you have to give an order multiple times before a unit starts moving. I also don't like how movement gravitates towards buildings or control points; if I want to target an area next to a building or control point, instead of going to that specific location, it will just give me that blue line and target the building instead. I don't mind if it does this a little bit but the distance
[quote who="Madmaxneo" reply="2" id="3600427"] It just took me a few hours to defeat my second map against an easy AI. That seemed a little harder than easy. Are there any tactical suggestions listed somewhere for this game? [/quote] 1) Build plenty of factories. They don't take long to build so on the big maps you can build them closer to the front lines to speed things up a bit. 2) Do your best to never waste resources. No Radioactives free but plenty of metal?
Yeah, hopefully this is a priority to fix. Also, when a node is already captured but you click on it to send units there (blue direction line) they don't go. You have to click a certain distance away from it (a green direction line) before they move. I hope this gets fixed too. (It works if the node is not yours)
[quote] 2. Map tracking: Have it so that we know which map we have beat the AI at and at what difficulty level. [/quote] I love this idea! [quote] 4. Have units gain rank thereby giving them slightly better abilities (maybe even have the player choose which abilities), One way to keep track of this is unit decals. [/quote] T3s are going to have upgrades on them at some point. For normal troops there is the more general upgrades unlocked in res
I think this is on their to-do list, a lot of people have asked for it. For the time being putting victory points to the maximum of 10000 in the set-up screen is all you can do. For smaller maps that effectively neutralizes victory points but on one or two of the big maps I could see them go to 10000 still.
Great stuff. Look forward to trying it all out and seeing Huge maps. As you are making the power difference between T2 and T1 even greater have you considered making T2 units just a touch bigger? As they are a single unit and not much bigger than T1 they can get lost a bit in an army. Just a minor consideration.