Fantstc1, I just learned this a few days ago myself, so I sympathize. Add at least one T2 unit to an army, and when that army is selected, you will notice that the Build button is active. Click on that, and you will see that each buildable unit type is available. If you click on a unit type at this point, it will add a +1 next to the same type in the army unit list. You can also shift-click to get +5 or +6 or whatever at a time added. What I've done in my last few so
SethipusRex
Yes, it would be great if there were a key I could hold down while selecting units, and holding this key would result in only those units being selected, and not the entire army that those units belong to. I could then hit disband and only these units that I'd cntl-clicked (or whatever the key were to selectively highlight units) would be removed from their army. Getting army templates, though, is really mandatory from a theoretically viewpoint in a game like this. They so want us
Ah cool. Thanks for pointing out that guide. Yeah, that looks right based on what I have run into so far in the game, at least qualitatively. Haven't measured anything, I just noticed there seemed to be a rapid diminishment in returns once I added more than 3 or 4 engineers to any build project. I'll play around more with the control group interface to see what you're saying about selecting stacked-up dreads more easily.
Also, there seems to be some invisible limit to the number of engineers that can be building something together and still have their production output scale. A couple games ago I was trying to build quantum relays fast, and in large quantity, so that I could overcome some AI players with firepower, radar, and unit health improvements. I eventually had 20-30 engineers grouped into an engineer army and working on a huge build list of quantum relays. They all appeared to be contributing to the b
I am liking self-organizing units when I've grouped them together as armies, but there are glitches, some already acknowledged here, others elsewhere. 1) There is too much glitchiness with armies and control groups. My control groups eventually get confused, where the computer displays one number but they actually respond to some other number, or several other confused behaviors. 2) As mentioned, dreadnoughts are nearly impossible to select when they are stacked on t
I hope they fix it soon. This group confusion seems to be happening eventually in every game I play. I don't know if it's my style of using the control groups, or something I'm doing by accident or whatever, but it's certainly annoying, and makes it harder to control my formations later in the game.
This of course becomes a moot issue if the developers will create an interface for defining, and causing to be constructed, an army that does not require existing units to be joined together by hitting V. If they will allow a player to set up an army template by indicating what units the army should have in it, and then allow that to start being built simply by tapping into existing production capacity, just like reinforcing existing armies is done, that would be extremely helpful. It
Say I've got two armies already, and I want to create a third. Say I've gone in to the build menu for both of the existing armies and requested a bunch of different units, such that the output of every factory or cruiser factory is coming off the line already designated for one of the two existing armies. How do I get a free unit (plus a free T2+ unit) that isn't already assigned to an army, to use as the basis for starting a 3rd army? The problem is that when I cl
I'm attaching a link to a screenshot from Steam (sorry, 4k) showing part of an issue I've run into. Basically, control group numbers eventually get confused. Sometimes this happens when control groups have gotten eradicated, and I've attempted to reuse those numbers for different formations. I'm not sure actually of all of the ways this happens, but it does. In the image linked, you clearly see the game telling me that control group 1 is what all these units be
Short of a full-blown Army template mechanic as in my previous post, being able to designate the output of a given factory to a given army would be very nice. then at least I could have a constantly-churning build list with my chosen unit makeup reflected in it, and so at least attempt to keep my army full with the unit proportions of my choosing. As you hit the unit cap and casualties still occur, there'd be no good way to ensure that the next units added would be in the proporti
Ok, thanks Orachin, I re-read your post and tried it out in a game and I see how that works now. I still don't think that's the best way this can be done, and it certainly doesn't address my concerns. I watched the podcast thing where Brad was gushing over how in this game, you play the army, not the unit or the control group, and about how awesome that was not to have to micromanage stuff. With the system the way it is, I still have to micromanage the comp
There's a little psychology at play here. People are more excited about something the newer it is. When you put a damper on someone right up front, you basically waste that enthusiastic new period. I actually had to wait an hour or so just to post this reply. Oh well.
In their infinite wisdom, whoever designed this forum set it up so that new accounts are extremely limited in the number of posts or replies they can make, even in threads that they themselves started. Pretty bogus if you ask me. I started a thread [url= https://forums.ashesofthesingularity.com/478034/page/1/#3639224] here[/url] where I asked a question, got a response from Orachin, have since tried out his s
Oh, that's interesting. I haven't seen yet in the game how to request reinforcements. How do you do that specifically? I keep looking at the interface to try to figure these things out, but I haven't seen this one yet.
Wow, ok, I just noticed the problem with getting more dreadnoughts to join an army. I had a 2nd and 3rd dread selected and hit the combine army button and nothing happened. I was able to repeat the cntl-number thing to add the other dreads to the control group, but I still don't know if they ever are really included in the army itself. Is this a bug? Or is it considered a feature?
Hi. I've just barely started with AoTS a couple of days ago. I played Total Annilihation back in the day, as well as Supreme Commander, Supreme Commander 2, and Company of Heros. My question is this: is it possible in AoTS to pre-assign all of the output of a given factory (until told otherwise) to a particular army? I like the Army concept so far, but I'm finding so far that it doesn't quite live up to its full potential in making my life easier, because there are still t