[quote who="Kazzerigian" reply="4" id="3604844"] Many good points/ideas here. I must strongly agree that the right-mouse-button panning is a negative. In trying to pan I've changed move orders accidentally requiring me to move back to the last unit(s) I gave orders to and have to re-issue their move correctly. I've taken to left-clicking a clear area after giving move orders in order to de-select the unit before using the right-mouse-button to pan. Perhaps WASD or pressing and ho
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[quote who="tatsujb" reply="3" id="3604724"] I'm the wrong person to ask I've been busy with FAF and courses. no time for AOTS mods. [...] [/quote] Actually, I was asking exactly because you're busy with FAF :). So I assume you know a thing or two about moddability of SC/FA. To be honest, I haven't looked at modding SC/FA or PA in detail, didn't have the time. But I certainly do like moddability in general. [quote who="tatsujb" reply="3" i
[quote who="eviator" reply="2" id="3604715"] I wonder if the pseudo-unit exists to reduce the overhead of pathing. Four units that have to take the same path is less expensive than four units that can take different paths. [/quote] Hm. Very well possible. However, considering the abundance of disadvantages it brings, that really doesn't seem worth the hassle. And more to the point, optimizations like that should be hidden from the player, and certainly not cause usabilit
[quote who="Ticktoc" reply="1" id="3604714"] Very well written. [...] [/quote] Thanks! It's appreciated. [quote who="Ticktoc" reply="1" id="3604714"] I also wish all the units were individuals, when you can't select individuals there is a disconnect and you automatically have a sense/niggling feeling of not having full control. The more barriers to control (incl. fighting with the UI) creates a cumulative effect which risks creating a feeling of frustrat
Hello everyone! Like many of you, I am devoted to the "Annihilation subgenre" of RTS games, which in my book encompasses TA, SC/FA, SC2, PA, and now AOTS. Since SC/FA, I've been longing for a physical/simulated RTS that tackles the challenge of "massive scale" and "macro vs. micro" more profoundly, by innovative UI and advanced game mechanics . I'm hopeful that Ashes of the Singularity will be that game — or at least a big step in
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