I thought this was fixed ages ago. I play co-op AI matches fairly often and with the last 2? opt-in versions I'm regularly steamrolled by the opposing AIs while my AI ally has multiple Dread/Juggernauts circling their nexus. If i can get it working, I'll post screenshots to follow up. Anyone else encountering this? To be fair, the updates have made for much better games overall, but I really haven't noticed this behavior with enemy AIs. edits for screensho
WatStrategy
Tracked it down to "Texture Quality" in video settings. Low & Mid are all good. High = CTD when the map is ready to start. Maybe a VRAM issue? The game launches using ~1.6GB at menu on Low, ~2.4GB at Mid & 3.5GB at High. After digging bit, I realized my GPU is only 4GB, not 8 as was stated in previous post. If this is the culprit, a more graceful error message might be called for - lol.
Anyone one else having this issue after update? Knock on wood, there have been very few issues for me with this game so far, even pre-release. It just seems suspicious that this shows up after a big update. DX11 runs ok, Vulkan crashes to desktop right after loading the assets, same w/the benchmark. System: Win8.1 x64 32GB RAM I7-4790K stock clocks GTX 980 8GB stock clocks - driver updated 11/21 Playing @ 1200p
Wow...Reading comprehension fail on my part. I thought you were having a mission END bug, which I saw on my play through. No problem with the 1st optional. I know I didn't keep it the whole game, probably how I missed the 2nd. The optional on your save never triggered. It seems reasonable to assume there is something up with this mission [e digicons]:|[/e]
[quote who="igncom1" reply="2" id="3701990"] My save file is here: https://www.dropbox.com/s/n1pbba76idhv2xi/Campaign%20AutoSave%202.AshesSave?dl=0 [/quote] Curious, your save worked on my machine...
Seconded. In my case, the top AI didn't count towards the win. Reloading from a save worked the 2nd time, tho. I was going to post a screenie, but cannot now [e digicons]:-"[/e]
I appreciate your analysis of the campaign missions and agree with the mechanical fixes. However, I'm must point out your removal "abuse". This limits limits player options and experience during the "sandbox" play, that the campaign often is. Remember, if playing through "order", you already had use of these these abilities. There is also the risk of narrowing the range of completion strategies. I believe I speak for many that play the story first and use the know
"The reason why the game seems dull is the AI behaviour and general gameplay inconsistency." IMO, the inconsistencies are what keep me messing around with the game. [e digicons]:grin:[/e] As to the orbital problems, I was going to suggest that there are unit nullifiers available as well. In hindsight, their range was nerfed a bit too much considering the army formation tweaks that happened later. Yeah, it is frustrating watching multi
[quote who="X-Peri-MENTAL" reply="12" id="3691474"] Star Craft has managed three factions of which Protoss and Terrain Health regen is quite similar to Substrate and PHC respectively (I hope my recollection of Star Craft is correct as not played it for a long time), the Protoss can only regen their shields too. [/quote] That would be Zerg w/regen, Terran has medics. [e classic];)[/e] Additionally, let's not overlook the fact that Caregivers are Cruiser class AND wo
Vulkan is not exclusive to DX12/Win10. The quick & dirty answer is that it competes with DX12. IMO, I hope it displaces DX12 since it isn't tied to Windows or any version of it. It is also supports with Linux. That said, on my Win8 machine, which is by no means minimum spec. Vulkan currently runs about 60% (30-50 fps) of DX11 framerate (50-70 fps) @ 1200p. Not exactly the alternative I was hoping for, but I assume further optimizations/Driver updates are on the way.&nb
I had the same issue for quite some time. Disabling the Auto-Save cured it for me back then. Whatever the root issue was in my case they seem to have patched it out. It has been re-enabled at some point and without further trouble. I'm on Win7, DX11.
[quote who="RomeoReject" reply="9" id="3687908"] For what it's worth, it doesn't matter if you own it: Allied territories are counted as your own in terms of keeping the supply chains going. So if I had a bunch of territories after my ally's node, they still count as connected to my own base. [/quote] Please correct me if I'm wrong, but I really think you get the base value for connected resource nodes. The amount from s
[quote who="RomeoReject" reply="19" id="3687656"] Overcharge is nice, but I would argue that refineries do end up being better than Harvesters, simply because there's no need to boost Metal, just radioactives. So the ability to switch means nothing, one is better off just using the stronger, more efficient Refineries. [/quote] I feel I should point out that efficiency can work both ways...there is only so much real estate for Refineries, whereas I'm not sure there is a limit
What a great sport you are [e digicons]O:)[/e] . I can add that the AI isn't at all quick to replace "ladder" structures it loses. For example, if PHC loses all factories it can no longer build certain units/structures until at least 1 replacement is built. Sometimes it is never replaced at all...
I can comment on your second observation. The AI does not build "forward" bases, despite the tutorial teaching "you" to do so, heheh. All of their units form armies from factories/assemblies around the Nexus and fan out from there. As soon as the last element of the army rolls..er hovers off the assembly, the army will head out. In fact, that army won't move out until it is finished, even when under attack - lol. I can't say I've ever seen it "stop" like you are de
[quote who="RomeoReject" reply="13" id="3687370"] But I can tell you, regardless of the difficulty I've set the AI at, in any big map the PHC AI have zero difficulty trouncing Substrate AI. And having played them both myself from a "normal" gamer's perspective, again, the Substrate are significantly worse the longer a match goes on. [/quote] <div clas
I think this will work... and the mediocre replay... Procyon_(4).AshesReplay this is the shorter of 2 victories. I hope this helps, or at least entertains[e digicons]XD[/e]
It can be done. I wouldn't bet I'm a skilled player, just see the map + eco tab. [e digicons]:\[/e] My guess would be you are not keeping up with expanding in combination with perhaps a more competent AI variant than shown here. Don't give up, you'll figure it out! **Ninja'd for screenshot fail** help me out here, I don't wanna be the "screens or it didn't happen" type. lol
eek...sorry for late reply. I can really only speak for myself (not an online player), but I will confirm that there are serious shenanigans going on in replays. I run a lot of simulations (observer mode in AI vs AI) and see the same ridiculous HP numbers you've talked about here in all of the replays. I've seen some cases during the skirmish as well, but I'm convinced they were simply cases of overkill and negative HP units didn't fire anymore even if the unit didn't vanish right awa
I applaud your persistence in tracking this down. If this is the case, I gotta admit I'm a little disappointed this slipped through. However, as I mentioned before, I bet this option sees relatively little use IMHO.
Unfortunately, this is "par for the course" in any replay. If any given battle comes depends on a unit or 2, the end result may/will turn out differently. At least on my rig, which isn't bugged as far as I know. Somehow, the victory seems to always turn out right though.
Is true! But in my experience it is Substrate only when build speed is "very slow". The map selection doesn't seem to matter either. The 1st assembly never never finishes building. Even when a 2nd Constructor helps, it just sits there with both Constructors still pouring resources into it. **edit** OMG who has time to play with those settings? @ 6mins on game timer only 2 brutes get produced *yawn*