AoWFever

AoWFever

Joined Member # 2651468
0 Posts 0 Replies 484 Reputation

[quote who="eviator" reply="52" id="3567237"] Wait, middle mouse is supposed to control angle as well as rotation? Because it never has for me. [/quote] Yes, it controls zoom, angle, and rotation. I'm not at my home PC now, but as I recall pressing the ALT key down while holding down the middle mouse button lets you move the camera along the y-axis relative to the unit or meta-unit you have selected. This lets you get some pretty epic perspectives when you ha

56 Replies 65,349 Views

Just brainstorming some things -- some have already been said, but there's no harm in re-iterating: Stealth capability for bombers. I'm a HUGE fan of the way AoS deals with radar coverage and line of site. As weird as it sounds, it's one of my favorite features. I'd love devices that enable you to manipulate your radar signature for strategic purposes. This could take the form of a unit that either masks or significantly reduces the r

18 Replies 45,696 Views

[quote who="Andre_B" reply="25" id="3567168"] Agree with almost all of the above. Quoting AoWFever, reply 24 The AI also does not identify flanking opportunities and seek to exploit them. Instead, it lines the units up from more to less armored and proceeds to slug it out with the enemy units in front of it.</di

32 Replies 127,276 Views

[quote who="Kollok" reply="13" id="3566592"] So how are we to reconcile the fact that and equal number of people want bigger maps while some want faster units? These are competing interests. Suggesting that units increase in speed is in fact a solution, not a problem. And doing it will introduce yet other possible problems. Instead, I'd rather break down into what precisely makes it feel too slow. Does it take too long to engage the enemy? Are units unable to disengage befo

32 Replies 127,276 Views

[quote who="Kollok" reply="10" id="3566112"] Regarding your desktop, since you have a crossfire setup, if you are feeling particular brave you can try the native multiGPU mode in Mantle. Under MyGames\Ashes Of The singularity\settings.ini you can open in notepad and manually adjust settings. There should be a setting called AFRGPU=0. Change it to AFRGPU=1 and run the mantle build. Theoretically, it will be 2x as fast, but you need to run in fullscreen mode for it to work correctly.

124 Replies 97,439 Views

[quote who="X-Astra" reply="8" id="3566855"] Quoting , quoting post 1. Why, when I select a tier 2 unit, does the unit building UI show up? That seemed like a bug, until I realized (sadly after an hour) that you are asking a factory to fill up battle group slots with the requested units! When the units come out, they are already

9 Replies 10,740 Views

This topic is cropping up everywhere, so I figured why not give it it's own home and organize things a bit ;-). Here are a few specific issues that I have with slow unit movement: The current pacing makes the game feel like naval warfare. This will probably diminish with time as pathfinding/routing is optimized. Having all the units move slowly and the prevalence of choke points on maps prevents players from employing flanking tactics. By the t

32 Replies 127,276 Views

[quote who="ColaColin" reply="35" id="3566081"] - With victory points the game can easily end before you even meet your real opponent, it becomes a pure "who is better at bashing creeps"-game. [/quote] Huge yes to this, although this could be fixed with adjustable victory conditions, which I assume the end product will have.

56 Replies 65,349 Views

I hear you ledarsi -- all very good ideas as were those in your other thread. I do not know what kind of AI computing power it would take to make your proposals work, though -- particularly when we start talking about lower-end systems. My system has some serious horsepower, but I've spent a lot more on it than the average gamer. I defer to SD on all this, as I do not know anything about technical game design, how much you have to rob graphics to pay AI, etc. With cust

4 Replies 686 Views

I'm coming off a recent GalCiv III binge and had a thought on meta groups. Have you thought about putting a "meta group designer" into players' hands? Kind of like the ship builder in Gal Civ III, but a much more basic interface used that could be sued to create custom Meta Groups and related build lists (e.g., not to change the appearance of the units or anything). Something akin to the fleet builder in Gratuitous Space Battles that would tell you how

4 Replies 686 Views

Great thoughts everyone. Here's my two sense for what they're worth. I think automating base/factory construction would be tough. My feeling is that people like mucking around in their bases and setting them up the way they want them. It may be that you've just blown my mind, but I'll give it some more thought. I do like the concept of being able to queue up structures to be created by constructors rather than having to instruct each indi

8 Replies 25,010 Views

Prefect -- I liked your formatting so I stole it ;-). I'm also very impressed with how far along the game is. It's a testament to how hard you all are working over there and makes me very excited to see where the game is going to end up! Performance: I have not experienced any crashes on the tutorial, easy, or med. levels. The game was smooth for me in Mantle even with the setting jacked up as high as they would go. Slower outside Man

56 Replies 65,349 Views

I agree that pacing in some games becomes frenetic, but I love Sins and found the pacing to be spot on in each iteration of the game. There were lots of strategies you could employ to reinforce your defenses. I also liked Sins implementation of end game super-weapons and super techs. I felt like they gave you solid boost at a point in the game where things could have dragged on indefinitely. Unfortunately, turtlers will always be at a disadvantage compared to s

29 Replies 219,940 Views