normanstardock

normanstardock

Joined Member # 6493815
3 Posts 14 Replies 227 Reputation

[quote who="tatsujb" reply="8" id="3589636"] @Frogboy could you look into this? [/quote] The post came back a few minutes after I posted my second reply about it going away. I'm guessing someone fixed it. Nothing to see here!

9 Replies 20,215 Views

Awesome! That is really pretty much what I was going for. [quote who="ASADDF" reply="15" id="3589580"] And another way is to show the info not in the middle of the map bat on the top left side of it. [/quote] I definitely would prefer the info be placed on the screen where the (meta-)unit is located, just like your example. The whole purpose, for me at least, is to see where in the world a given unit is. This plays nicely with strategy, planning, and leverag

25 Replies 59,622 Views

[quote who="tatsujb" reply="6" id="3589518"] you have to post it in the founder's section (this section) it can't be known outside or everyone will know. [/quote] That's the weird part, it was posted in the Founders section. No idea why it was deleted.

9 Replies 20,215 Views

[quote who="tatsujb" reply="4" id="3589314"] I couldn't agree more with you everytime I'm called out for "bashing the devs" it couldn't be less representative of the truth. good on you for taking the risk and letting this be known. (I was agreeing with you in my own way) [/quote] Aye. Glad we agree! I figure I paid for the alpha because I wanted to be part of the testing process, and the devs want feedback, so I'm happy to oblige.

9 Replies 20,215 Views

My experience with the AI varies wildly. Sometimes an Easy or Normal AI will stomp me before I get a chance to do anything, but sometimes a Painful AI will just derp around in the corner after capturing a few points. Though I will agree, when they're working, the AIs are a satisfying challenge. This patch is also a lot more stable for me, I'd say bringing the amount of finishable matches up to 70% from ~40%. Big improvement. I love the new unit groupings in the build p

3 Replies 250 Views

[quote who="ASADDF" reply="8" id="3588861"] In a Different post I spoke about when you zoom really out you units color glow, so you know where they are but, it does not say anything about what kind of units you have, I did that because I do not want any icons on the screen. so how do you find out what units do you have? Easy you just click of them and you see that: [/quote] I'd still prefer overlaid icons, as they tell me where the units are and what kind they are,

25 Replies 59,622 Views

[quote who="tatsujb" reply="1" id="3588906"] dude they are clearly the dev's voices on a headset mic and not a pro recording. this is a Pre-alpha game. you can basically consider none of the assets are final. [/quote] Based on today's update release notes, SFX is still being actively improved. I don't consider the assets final any more than I consider the game code final, but I think pointing out improvement opportunities is important in both realms during alpha.

9 Replies 20,215 Views

Also hit the issue with metal halting all production. Can't speak to the other points, but I hit the good ol' insta-build bug again on Seton about 20 minutes into a game. Though this time, the game lasted much, much longer before crashing after this happened.

13 Replies 19,038 Views

Don't know if this is on the backlog, but I'd love to be able to double-click a unit and select all units of its type on screen. I realize this gets a little complicated with battle groups, since you probably don't want to accidentally select assigned with unassigned units and screw up formations and whatnot. Perhaps a key modifier could control whether that can happen. But for units at a rally point (especially where air units are thrown in the mix) I'm findin

3 Replies 263 Views

Probably a known issue, but the female voiceovers for resource warnings really need to be re-equalized, and compressed/mastered to be understandable. Right now, they're extraordinarily bass-heavy and have almost no mid or high-range. Basically the opposite of what vocal tracks need when mixed with music and effects. In addition to re-equalization, you might try "ducking" the music and FX channels when there's a voiceover happening. Basically turn the volume down on the rest of

9 Replies 20,215 Views

[quote who="Frogboy" reply="3" id="3588671"] It is something we are concerned with as well. It is, in fact, the hottest topic here. We want to convey useful on-screen information but we don't want the game to look like some grognard tabletop war game. There's a delicate balance involved. Definitely post your feedback and suggestions on this. [/quote] Thanks for the reply! I'm a long-time player of large scale RTS games. Soa

25 Replies 59,622 Views

[quote who="Krasmoth" reply="1" id="3588662"] look on the left hand side of the screen, should show unit icons including engineers if you scroll down, if you double click on the unit icon will center the camera on their location. Hopefully this should help with locating specific units such as engineers or tier 3 units for the time being until they improve the UI. [/quote] Thanks. I had noticed that, recognized the feature from SOASE. My problem is still with t

25 Replies 59,622 Views

[quote who="bTonyd" reply="15" id="3588612"] F1 = Cycle through the idle engineers (+ an icon for that) and highlight them in a way on the minimap. [/quote] Yep. That's pretty much how it's supposed to work right now. Kind of missed what I was pointing out, so let me elaborate. I just got done taking an enemy position in the middle of the map and want to fortify it. I need an engineer for this, and scouring my nearby bases is remarkably tedious. I'v

20 Replies 51,556 Views

Didn't know about the F1 trick, though this seems like it might not be useful for how you'd actually want to use it. Example, my first idle engineer is in my seed base. I'm zoomed into a forward base a good 2 minute journey away, maybe with enemies in the path. F1 is likely not a viable choice for choosing an engineer to go to this base. Idea: F1 should select the closest idle engineer to the center of your screen.

20 Replies 51,556 Views

I too am encountering the insta-build problem. Seems to happen if unit production is blocked for resource reasons (insufficient logistics, metal, etc. maybe), and then gets unblocked. No reliable reproduction yet. My capital units are constantly getting stuck in potholes. Additionally, when this happens the combat group attached to the capital ship won't move. In some cases, even if I disband the group, there are still units (Energizers, I think) which won't respond to move or

124 Replies 96,890 Views

Let me start by saying I love the Alpha so far. Very spectacularly pretty. Glorious rocket trails, lasers, pulse cannons, explosions, etc. etc. You guys have a freaking fantastic engine here, and I'm glad I spent the money to be able to play it. One thing. I'm having a lot of trouble recognizing units when zoomed out. Engineers, for example, are totally impossible to find and bring to the front line. I've got to break my focus on the multi-front batt

25 Replies 59,622 Views