Congratulations to all! :)
centaurianmudpig
Engineers queue can be interrupted if they travel to a building (were construction is started but not finished) and the building disintegrates before the engineers resumes construction. It will then sit and wait, while other building are still queued (as identified by the building ghost outlines), until you intervene.
Yes. APM is reduced using automated build order queues. Build you army and point it where you want it to go. There are other complexities but it's not APM intense.
I played this on Normal and found it easy enough by just pumping out Nemesis cruisers.
Check you audio drivers and update them if needed or even do a clean reinstall. If you have Nvidia card then also reinstall the Nvidia audio drivers for that (do a clean install = uninstall and reinstall). If you use AMD card then you'd more likely get better performance using Vulkan than DX12.
A few months back around 6 players got together in multiplayer and did a frigate only match. The game eventually slowed to a crawl of less than 1FPS, but it didn't crash.
New units are free in multiplayer. If you want them in skirmish you have to buy the associated DLC.
Sappers have changed roles to an Advanced Engineer.
http://steamcommunity.com/app/507490/discussions/4/3223871682609990851/
Or a building which boosts Quanta generators close by, much like SupCom with it's production buildings and energy generators. Or boost individual quanta generators, but that would get monotonous as fast as building more.
Also, forgot to put in my original post. I think most of what you ask for in modding is already available. You should join the Ashes discord channel and enquire more in the #modding-discussion channel.
That's a brilliant list of improvements you have suggested. I have some comments on particular features addressing your concerns. They may not be 100% what you are after but might make life a little more friendlier while we wait on further improvements. [quote quoting="post"] Hide enemy players terrain from the Mini-Map /Update Mini-Map only when the region is currently visible through a scout or something like this. I wou
Insane is just that. Insane. With all the bonuses the AI gets investing in quantum upgrades it probably could make a punisher deal 4k damage. Lag would more likely be the cause. You can always try watching the replay.
Nice work!
Yes, the AI will cast certain orbitals on top of a power generator (i.e. nuke). It's the same no matter the difficulty. There were changes to orbital strikes, I think the range got reduced, maybe the AI still uses the old radius in determining if it should drop a strike if that is the case.
The Imminent Crisis campaign originally did just that. It wasn't really fun. There was one mission where there was no quantum jammer with limited orbital abilities and no T3. Put against 3 opponents, the onslaught of orbital attacks was maddening! The problem with removing units/abilities/upgrades from the player is that you cannot also do the same for the AI. Therefore when a few of enemy tactical bombers come knocking on your door your light anti-air defenses
[quote who="Xaosinc" reply="10" id="3697236"] It is even worse when units are in an army as they will turn like some military parade. i.e. in a line formation, which causes the outer units to often fall within range of being attacked. Also, getting an army out of range of an orbital attack is a nightmare. [/quote] The best solution is to disband the army, which gives the faster moving units a fighting chance of getting out of the orbital range.
It's a known issue. The replays more often than not fall out of sync, but overall still accurately reports who wins and when, Replays can also crash unexpectedly too.
Path finding is also something that need addressing for all ground units. They can take long detours, when they are able to go as the crow flies.
[quote who="Ashpire" reply="2" id="3697043"] I had a group of three Hyperions and a Prometheus against a single Overmind. The latter was probably 50% stronger than my units individually, but it killed them all. I couldn't get more than one dread at a time to target it. All small ships were gone, so the "target army" effect you described wouldn't explain it. [/quote] I guess the active dreadnought was your Prometheus? That is a dedicated anti
What dreads did you have in your group? A mix or same dreadnought type? Dreadnoughts have different roles, so they will act accordingly to a rule set when deciding what to attack. FYI when you click to attack on a unit that is part of an army you are not actually selecting that unit for attack, you are selecting the whole army to be attacked. The unit behaviours then take over and choose what to kill based on a priority list. I would pr
Fixes and gameplay improvements to be welcomed by all. I like the sexy new buttons. Thanks for the shout out.
In this Ashes of the Singularity Escalation - Economy Guide I will shows you all the options for increasing you income, from capturing multiple power generators all the way to producing Refineries and Harvesters to provide economic boosts. This guide is aimed at players who are new to the game and do not full understand all the economic enhancements available to them for the PHC and Substrate factions. [video]https://youtu.be/0LcQh0366Dw[/video]
It's under METAVERSE on the top bar, then select Benchmark. Link
Currently they have allocated 1 designer, 1 artist and 1 programmer. Draginol's words: On a typical day, an RTS like this sells let's say 50 units at $30 apiece. That's $1,500. Steam gets 30% so now you're at about $1,000 a day or $30,000 net a month. That is enough income for 3 people to work on the game. A designer, an engineer and an artist. Hence, we have been steadily releasing new maps and units (for fr