To OldnotDead: In "Betas" you need to use the dropdown box to select the v3.00 opt-in. If you leave it with "None" as you stated - you won't get the beta.
Ashpire
I'm totally at a loss. All I find in this post, and on the ModDB site, are links to unit packs. Those don't have maps in them, and I don't see maps mentioned anywhere. He only has 4 posts on this forum, and they don't involve maps either. Can you please hand-hold a little more and steer me to the place? Thank you.
Umm... I can't even find where I got the maps from in October. Must have been this thread. I think. Can you please point me to the updated maps? Thanks!
My 2 cents: I don't care about the backstory at all. I don't even need more units (naval etc). I primarily want to see the existing game mechanics fixed - especially REPLAY.
Thanks for these maps; I really wanted some new ones specifically for skirmish which is all I play. And for that, to survive against high-level AI, I need defensible chokepoints to turtle behind until I can build up enough to attack. Several of these fit the bill well. A couple notes, which may be particular to my system. Win 10; NVida GPU, Ashes v2.76.52940: 1) On all the DF maps I've tried, most bare resource nodes do not show as white dots in the zoo
Links to those show up on Discord too. I posted this because it took well over a year for me to find out that 99% of what's going on is over there. The link for it is only partly visible on the Ashes start-up splash, and it's called "Chat" which I had no interest in (this is the official forum, right?). I would never have found it if someone hadn't told me specifically. Which torques me off since I was trying to participate.
You can get to the Discord forum from the splash screen when the game starts, if you scroll to the right. That's where you want to be. Threads here get even less attention than the Steam forum.
[quote who="centaurianmudpig" reply="11" id="3697318"] While the idea of the formation change sounded great and was positively received, as it turned out, it requires more than just moving a dread to the front. [/quote] Regarding formations: I had requested that medics would not form up in front of dreads, where they were simply annihilated. Having the small fighting units in front is a good idea and in fact that's what the Substrate does.
If the terrain permits spreading out, do so. This generally happens with lesser units in armies but doesn't seem to work for dreads Indeed it doesn't work with dreads. I had almost written in my previous post that they should simply behave like the brutes, which will fan out to both sides around their target. The fact that dreads are larger shouldn't matter in open terrain. LorenPechtel's analysis comes close to what I'm seeing whe
Thanks for the replies! I'll certainly try the target-beyond workaround. The Hyperion and Prometheus seem too smart for their own good. But not smart enough to back up while firing (I thought that was added... maybe only to Cronus?). And and not smart enough to aim first at Substrate "carving" turrets in a compound. In any case, if the player directs them to attack a specific unit, they should simply do that. Chase it down and blast it.
I play skirmish against the AI. Some of my replays have clouds of zombies. These appear to stream in and out of the enemy base around mid-game and will gather in my positions. They attack my passing units constantly, and sometimes those shoot back, but with no damage. The overall effect is to derail the replay, such that it no longer shows what really happened. It will end at the right time e.g. with the enemy Nexus destroyed, but with all my units somewhere el
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. And the Overmind could back up while firing. The PHC never do this (another defect)... This pulled out my only active dread
I VOTE FOR... fixing the existing bugs and gameplay issues first. How about some attention to these? https://forums.ashesofthesingularity.com/486065/Replays-crashing-always https://forums.ashesofthesingularity.com/486254/Dreads-wont-target-or-shoot https://forums
I play PHC against AI Substrate in skirmish. My dreadnoughts are idiotically bad in groups. Whether or not I form an army with them, and even though I right-click constantly on an enemy dread, usually only one of them will shoot at it. Often not even that as my dreads *always* prefer small fry and can't be redirected from those. And the one that is shooting must constantly be forced to do that, or it will often just turn away! No other units behave like this.</
Win10 Pro x64, Ryzen 8-core, 64GB, GTX 1060 w 6GB; 16GB pagefile; latest Ashes & Windows updates, and NVidia drivers. Over the past month I've had more and more trouble with Ashes replays crashing. Those do stress the graphics but my cooling is good. The GPU never exceeds 71 degC and the CPU 51 degC. ==> Currently I can't run a replay all the way through. This is true in DX12, DX11, Safe Mode, and at any Replay speed. The crashes almost always oc
I always zoom in and out with the mouse wheel. But that moves in fairly big steps, and I've often wished for finer control. --> Is there any way to zoom completely smoothly i.e. not in resolution steps? --> Is there any way to zoom other than the mouse wheel? Thx
Win10 x64, Ryzen 64GB, GTX 1060 6GB, 2560x1440 w all latest drivers. All Ashes updates via Steam. See attached screencap from a replay; same results at any replay speed. When they've been destroyed, the Barrager and the Oblivion Turret remain as fuzzy yellow blobs, unlike eg the Smarty which just disappears. They look almost the same while building (upgrading). The overall effect is somewhat ugly and certainly confusing. <a href="http://i65.tinypic.com/
I also had this on Win 10 DX11, possibly also on DX12. This and *most* other anomalies ended when I moved to a new machine. I think the most likely relevant hardware difference was a big increase in RAM. I had 8GB and now have 64GB. I kept the same old video card, and doubt the CPU matters to this. So... if you're running 8GB that could be a contributor. Short of adding more, try increasing your paging file. I'd recommend at least 6GB for that
Wonderful support for this most deserving gem of a game. Than you again.
Than you! Yet again, for the great support of this game, and for the continual refinement of its gameplay.
[quote who="Kreyson" reply="5" id="3685062"] Impassible terrain is not so clearly identified [/quote] Yes! I'm glad someone else is asking for this too. Don't tell anyone else, but I like to turtle... and wish I could discern impassable terrain from high up. https://forums.ashesofthesingularity.com/481144
@bb - Thanks for posting your results which, I agree, indicate that my CPU is doing all it can . That's what I really wanted to know. It's interesting to see that your 'average' and 'cpu' framerates are identical, whereas on my system the 'average' is much lower than the 'cpu'. I'm guessing this means that your GPU can meet or exceed the CPU, and mine can't. I ran the bench again with Ashes graphics options adjusted to more closely matc
[quote who="bbc6rgf57ytty5yxyw5gt" reply="2" id="3681563"] Isn't the 770 the bottleneck? [/quote] I don't yet know if I have any problem - waiting to see comparable results in these CPU-focused tests. I *thought* the Ashes CPU-focused tests were designed to remove GPU dependency and just report what the CPU could do. Anybody know about that? If my GPU is the problem I can eventually replace it. But now I'm trying to see if the non-GPU parts are perf
I've got a new AMD R1800X rig but am for now keeping my GTX 770 graphics board. My video is 2560x1440. Asus Crosshair VI Hero mobo, stock clocks, Windows 10. Below are links to the results I'm seeing in the Ashes Escalation "CPU" benchmark. Amazingly, I can't find other web posts with good comparative results. They are all either at 1920x1080, focus on the GPU, or came out much earlier before optimizations etc. If the links aren't viewable, here are the CPU-r
[quote]please stop my medics from going in front of my attacking units. [/quote] Agree completely. When my dreadnought is moving to a defined destination, the medics should not be in front of it. Currently they are always in front and always get slaughtered immediately. (After so many such disasters, you'd think they'd learn, but no...)