As others have mentioned on the forum, the first campaign Imminent Crisis has eroded away, from launch to an expansion and then major changes all the way through 2.6. I was fortunate enough to play through the campaign during launch week of original Ashes. I still have a fondness for the chat-box style text delivery for story as it was at launch. With this in mind, I've played through the campaign as it stands as of 2.6. Indeed, there are problems with how it lives now. I kept notes a
jjandrah
This replay isn't recognized by 2.6, and I don't have an older copy laying around. I'll be on the lookout for this happening.
[quote who="Mr_Mulder" reply="4" id="3694504"] Yeah i know mate, but as a developer you actually think before you even start writing your first lines of code, ... think about which areas of the code need 64 bit integers and which does not in order to not stress the cpu of your customer or your next neighbor [/quote] I... wha.... nevermind. As silly as this is... would you be satisfied if Juggernauts become level capped at something outrageous like level 30, and weapon
I haven't observed this bug at all.
1. Yup 2. Yup, I'd use this. Holding alt+shift and left click? 3. I'm not sure this is useful, but... ok. 4. Yes please. Holding alt+shift and then hotkey of item to dequeue? 5. Too easily abused for griefing, blocking unkillable placeholders in other's bases. Perhaps instead don't allow queueing up a building to a will-be-invalid space? For perf reasons, limited to checking only that worker's queue? 6. Single tap don't focus camera, double taps focus c
[quote who="RomeoReject" reply="16" id="3694513"] bias the third race to be completely non-hovering. [/quote] Bugs! Please let the third race be bugs! Frigates are beetles. Cruisers are scorpions. Artillery dreadnoughts are giant lobsters with rocket launchers rubber-banded to their claws!
Do you have a saved game to share when you hit that state of the game?
Medic is clearly the best T1 by far.
Navies work for Supcom because unlike Ashes not everything hovers from the get-go. Homeworld DoK did this too. It had one faction with hover and one without, and actually looked pretty good. No navies there though for obvious story reasons. Shame that just a couple scripting flaws prevented a good campaign from being a great campaign, but I digress. From where Ashes is now, it would take quite a bit of rework to remove hovering from most of the units, just for the sake of adding in na
[quote quoting="post"] This is a really serious bug and i hope that a dev may look by cause i have pictures about this bug where a unit in one moment still stacks correctly the damage modifier buffs but at a certain threshold simply "overflows" .... As someone who bought this game i expect that it at least somewhat works so that the serious bugs never come up, so it would be nice if a dev could take some time and investigate here [/quote] &
Wut. Are you a bot who has taken over someone's old account?
I just played through Genesis with 2.6; it's fine, no complaints at all. I'll give the first two campaigns a try this month and see if they're as bad as you claim. Lower PC requirements? Not worth the massive dev time to be worth it. Besides, hardware that can play this game is much cheaper to obtain now than at launch and will continue to do so. Transports would have made more sense before the Charon. Besides, just how massive of an air carrier would you have to create to fly
The updated UI looks nice! And cursor scaling is here now! Balance changes all are welcome, especially the air rework. So many other great tweaks to test out. As a minor quibble the PHC medics still move to damaged buildings even though they can no longer heal them. Substrate healing still feels a little off. Workers are not aggressive enough to heal nearby buildings without micro'ing them. Nest of the Queen's repair drones target buildings wonderfully, making her surprisingly
Shift-click queueing behavior makes sense as-is to me. Condensing the extractor buildings into just one type buildable on both resource types is a reasonable simplification, but more importantly frees up UI and hotkey space. Creating user-customizable AI army choices is probably a ton of work for little gain. There will just end up being one or two 'builds' that people settle on as the best and plug it in.
Meh. It's really fine as-is using the same dreadnought launch building. As of 2.6, building faster / draining resources faster is accomplished by adding more and more engineers to the building.
I can repo. GTX 1070, Intel CPU, 'Crazy' graphics settings, Win10 DX12. Overall this is not a big deal. I didn't even think it was a bug at all - I figured the explosion just overloaded the camera sensor from my satellite feed.
At risk of thread necromancy, +1 for this feature.
The limitation of a single dreadnaught per army is... OK. It encourages a deathball per dreadnaught, rather than attempting a deathball of only dreadnaughts. This encourages many, many units which plays to the strength of this game engine IMO.
I have not been able to reproduce the crash, even post Win10 update and AMD crimson update. Release, and opt-in. -moding and without.
Gaming benchmark drop is expected. The 6700K is Skylake at higher clocks; the 6900K is Broadwell (older) at lower clocks. Unless you're doing something else besides gaming that can really use the extra cores, I'd go get your 6700K back.
+1 for army formations. It fits the macro theme of the game, and makes armies more useful.
[quote who="Vijar" reply="1" id="3670528"] 3. Auto-repeat queuing unit production into a specific army and assigning the output of a factory to a specific army. Also having the option to put one/several factories and units/armies into the same control group (Ctrl+1...0) so that all units produced by these factories are also automatically assigned to that control group (and auto teleported if a factory is in the same control group with an army and this army has a teleport uni
[quote who="GeneralsGentlemen" reply="25" id="3670581"] Regarding Strat Bomber and Harbinger, they are in a weird spot because they can't target ground units. I would like to change that because it gives them far too limited usability, but that's not urgent. [/quote] Want.
Huzzah for balance improvements!
[quote who="ItWasRhetorical" reply="35" id="3670138"] If jamming was an ability, I'd prefer it to be Orbital rather than unit-based. I feel that unit active abilities are a bit of a slippery slope >: [/quote] Fair point. Thinking it through, other units in this game don't have active toggled abilities. Orbital makes more sense.