Looks good.
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I think it's the result of the host having a low upload or the other person's download being slow. If my friend were to host a game, it would nearly be unplayable for me, but the other way around it was fairly ok.
[quote who="AshBuild" reply="12" id="3700789"] You capture one region and have to build immedialty an orbital jammer and 6 air defenses for the slightest chance of not losing it immedialty in the moment where your army is moving away to capture a new region. I'm also wondering why there isn't any anti-juggernaut building. This actually means that you could quite the game when multiply juggernauts are attacking you and you don't have any juggernauts left as there isn't re
Really good list. I've seen the AI build Juggernauts even on normal difficulty, but they do need time and resources. I assume on the higher difficulty levels the chances of seeing them goes up. Mods can be used in multiplayer and most basic stats for the units are changeable. It's also possible to make units with custom models.
The UI does look worse if it's scaled up for some reason. You could try my cursors, they might help you http://www.moddb.com/games/ashes-of-the-singularity-escalation/downloads/brighter-cursor
[quote who="Ticktoc" reply="2" id="3688627"] Recently in the bigger games I've realised the Hera is not worth the cost. Better to just spend the resources on going for Dreads or artillery for later game stuff. 1v1 it might have its place in a longer game but not sure. Bit dubious. [/quote]Is the Hera still slower than Dreadnoughts?
In the settings menu pick Vulkan as the API.
Really impressive work, I've never seen devs change the internal names of units either.
Or have the Engineer's build power stack linearly.
[quote who="conKORDian" reply="3" id="3687035"] Interesting. Substrate got something to repair hull finally. [/quote]I think the Sapper is a PHC turret building unit from an orbital ability ,not 100% sure.
I tried it on normal difficulty, I launched a big air assault 25 minutes in but it got destroyed and the AI had 80% of the map taken so I'll have to try again some other day. I like to turtle but it's not valid at all in the bigger maps and the AI is very good at taking all the territory on the map giving it a massive economy, if it was smaller than a large size map I think I'd have had a much better chance.
Even with SMT disabled the GPU is most likely going to be the bottleneck so it doesn't make much difference. You could try DX11 and see how the system performs. No other RTS that I know of is going to make use of more than 2 cores. Obviously it's annoying it crashes with SMT, so hopefully that gets fixed in the stability update which is supposed to be coming in August.
What size map is Procyon? I might try it tomorrow.
I think the range of the radar is a bit poor and quantum upgrades give a very small bonus to range. I guess it's fine for tiny and small maps but in bigger maps I think it's only really useful for letting the AA utilise their full range.
I've never been able to finish a game with my friend online without a crash for one of us since the release of Escalation. The save function is the only way we could get a game finished. Game is stable for us in single player, so it's definitely something exclusive to multiplayer.
Second mod is complete http://www.moddb.com/mods/all-engineersextra-units/downloads/all-engineersextra-units
I guess it's too much to hope the unit wrecks would be reclaimable.
[quote who="Ticktoc" reply="9" id="3684252"] Did anybody get this working as a mod rather than copying over the original files? I am probably missing something stupid but I can't get it to work, any help much appreciated, cheers. [/quote]Looks like it's not in the format to be used as a mod with the manager.
Should be in the skirmish options. Either the modification to the UI I made isn't supported or I made a mistake but I think everything is in order.
After a few Artemis and Cronuses attack you might change your stance on it, it's quite frustrating. Nice work on the mod though, always good to see some.
Do the long range units still backpedal?
Updated to newest version of the game, more details here http://www.moddb.com/mods/all-factionsprebuilt-extractors/downloads/all-factionsprebuilt-extractors-option
Can mods only be played with the -modding launch option? I'd rather play with mods in DX12. I might be able to answer some basic modding questions too if somebody has any.
Are you sure the other system ran the CPU benchmark? Here's a thread with an 1800x's benchmark. https://forums.ashesofthesingularity.com/483627/page/1/#3682496 I don't think the CPU benchmark really matters anyway, the GPU one and normal gameplay is what matters.
I've been using a cursor I made myself for months now, you can replace the cursor by going to the install of the game>assets>UI>Art>Cursors and replace SUnormal with a new cursor, just make sure to rename the new one to SUnormal.