Xaosinc

Xaosinc

Joined Member # 690613
5 Posts 28 Replies 498 Reputation

Problem with Ashes (at least for single player skirmish) is that there is not enough dynamic to the maps to make much difference from one to the next. Aside from 'Crack The Shell' (Which is a horrible skirmish map), there is not a single map that makes me have to change my strategy at all. As loathe as I am to compare it to SC2, there is a reason why SC2 is the king of RTS. One of the biggest contributors to that reputation is the map dynamics. They have sever

3 Replies 78,519 Views

I think there is some sort of internal memory limit that is set in game. I have never crashed the game with too many frigates, but I did manage to crash it twice. I was bored and tried to fill in every spot on a medium map with quanta generators. 3/4 of the way through the map it crashed. Tried again another time with the same result. I have 32Gb of RAM so I doubt I am the problem.

21 Replies 185,717 Views

1. Resources. The main key to this game above all other hints is managing resources. Keep your build to what you can afford to avoid falling behind on production. Maxing the production value of your power generators is more important than massing units. Build upgrades when you have resource surplus, not when you are in a deficit. Scale back/pause production until your resource production is gaining. This was a mistake I made when I started playing. Th

5 Replies 56,462 Views

Hello All! After pouring a massive amount of time into this game I have come to know the AI like a close brother. I know what he will do long before he does it. There are a number of things that the AI could do better that I would like to share: 1. Expand faster. I don't know if I have just gotten better at the game over time, but it seems like the AI expands far too slowly. I can win tiny maps in under 2 minutes using only

1 Replies 35,809 Views

Well my point is that I would personally like less Sim City and more war strategy. Queuing buildings is an attention hog that could better be used to plan your offense/defense.

6 Replies 9,170 Views

Hello all, After thousand+ of hours of playing this game I have come to the conclusion that Quantum Generators, Refineries, and Harvesters are the worst tedium and micromanagement in the game. I was thinking about how this could be fixed and here is my idea: Make builders (Constuctors/Engineers) able to enhance ANY production building/power generator. Right now they can increase the speed at which units are produced, but what if they could take the p

6 Replies 9,170 Views

For some reason this will not update for me. Reset steam 4 times. The version on the launch screen still shows 2.70. Did you add a code to the opt in? The version on the executables shows 2.70.30910.0

3 Replies 55,938 Views

[quote who="AshBuild" reply="12" id="3700789"] 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 really anything you can do against them or there is something I don't know of. [/quote] If you are Substrate, build 10 aviaries and spam punishers and dominators, 1:1 ratio. Dreads and even Jugs can't stand up ag

17 Replies 252,818 Views

Could be a quanta improvement, instead of a building upgrade. For instance, a quanta ability called 'Quantum Efficiency'; Costs like 5000 quanta and in effect, increases quanta generation speed by X% Meaning you will need less generators.

4 Replies 41,453 Views

[quote who="Erenquin" reply="8" id="3700515"] 15: as for Starcraft 2 you can shift + click to spam a building. [/quote] He's talking about a 'fill' command where you can drag build a whole group of the same buildings. Mostly needed for quanta generators. This has been talked about by the devs and I think is already in the works.

17 Replies 252,818 Views

[quote who="RomeoReject" reply="1" id="3700303"] Agreed with everything in the mod list, and various points across the main list, but the absolute biggest thing you mentioned to me was your very first point: Give Teammates control over a region. I understand that allied "links" allow your own chain to remain uninterrupted. But I've had AI allies rush and scoop up Radioactive nodes I've been fighting tooth and nail for, which is frustrating as all hell. [/quote] No

17 Replies 252,818 Views

[quote who="Aotrs Commander" reply="4" id="3697208"] My experience with the last mission was also entirely different. I found even with my help Neoph died and Mac was making no headway, and it was getting increasingly difficult to hold off multiple dreadnought/juggenaut attacks before I finally scraped enough of the heavy bombers to knobble the nexus (I didn't even try fighting towards the reinforcement points; this was the first optional object I totally ignored). [/quote]

7 Replies 96,821 Views

Aah I see. This problems seems to relate to the fact that units turn idiotically. It has been brought up in other threads that units should take the quickest, most direct path to get where they are commanded to go. Instead they will attempt to turn around like an old Cadillac, causing a massive slowdown. 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 with

12 Replies 49,924 Views

So...I am not really understanding the appeal of Naval units. Why are they even necessary? What could they add to the game that is not already there? About the only 2 naval types units that might be useful are submarines and aircraft carriers. Other than that we already have all the functionality of boats. I can understand if people want the challenge of setting up maps where you have to cross a lake or something to get to the enemy, but you can do that t

27 Replies 175,317 Views

I think I speak for many others when I say that usually people will not comment on what does not effect them. I hope you don't think that your comments/bug threads are being ignored. I read them all, but if I have nothing meaningful to add, then I don't reply. The Devs from this game are actually really cool and totally invested in making this game a success. I am sure they are looking at your issues that you post here. The way I see it is that they have a limi

12 Replies 49,924 Views

I believe, per some of the Discord discussions, that 255 harvesters is the limit before you get no further returns from it. The main problem with harvesters is that they are expensive and time consuming to produce. Early game they tend to be more expensive than they are worth as they not only tank your resources, they tie up your aviary or nexus from producing offensive units or engineers respectively. And late game, you usually have enough resources th

7 Replies 85,335 Views

hahaha Leo is the worst. 1. Build 1 aviary right where your constructor starts. As soon as it is built, set it to auto build harbingers 2. Take your constructor down and build some more basic annihilator cannons. Close up the 'V' shape if you understand what I mean. Don't upgrade them. After those are built, send the constructor back up to boost the aviary. 3. As you said above, just shift-click on the crates and then set the fina

15 Replies 123,375 Views

[quote who="Aotrs Commander" reply="4" id="3695546"] Quoting Xaosinc, reply 3 The resources used are the same, It just uses them faster. You have to do a good job of economic expansion to compensate, but I can pull it off every time without issue. It would appear then, the main trouble

15 Replies 123,375 Views

[quote who="Aotrs Commander" reply="2" id="3695477"] Quoting Xaosinc, reply 1 There is one meta item that has made all the campaigns easy mode: "Removed diminishing returns for having multiple Engineers build a structure or boost a factory. <

15 Replies 123,375 Views

I just went and did this on hard difficulty. Here are the tricks to this. 1. Rapid expansion. Take the 4 generators around your nexus as quick as possible. You can cap the one (with the radioactive nodes) just south of your nexus with your starting engineer. have that engineer build a factory right next to it while it is capping to do 2 things at once and queue him up to cap the nodes. 2. make sure you have a constant supply of engineers. A

10 Replies 104,457 Views

There is one meta item that has made all the campaigns easy mode: "Removed diminishing returns for having multiple Engineers build a structure or boost a factory. Each assisting engineer increases base build speed by 50%, up from 50/25/12.5/6.25" <span style="font-size

15 Replies 123,375 Views

I am partial to support units. They can change the game in interesting ways. Consider the following: 1. Mobile shield (think Gungans) - Small damage mitigation aura/field. % miss chance as opposed to just more damage soak. 2. Buffer (or debuffer)- Unit that could give a slight overall increase to units in it's aura (attack bonus, defense bonus, range bonus, etc.) or give a negative effect to enemy units (slow down movement speed or attack speed

12 Replies 113,651 Views

[quote who="RomeoReject" reply="1" id="3694728"] Caregivers are essential in any protracted engagement. Keeping your troops alive away from your base without them borders on impossible. If you're sitting back defensively, sure, rely on regenerators. If you're going after the enemy base or scooping up no-mans-land, stick several of them in the army. [/quote] I need to do some more experimentation with Car

4 Replies 59,267 Views

Hello All. I have about a month invested in this game now, and I have discovered that I prefer to play as Substrate over PHC. I would like to discuss the various units and give my opinion and get feedback from others if you can. Martyr - Only use at the very early game because they are cheap. Once you have a decent economy they are replaced by anything else. Reaper - one of the best units in the game. Very versatile, fast moving unit that can 1 vs 1 b

4 Replies 59,267 Views