Another suggestion.. not really a bug. I noted last night you can a-move out of the sensor area, but it doesn't seem like you can do a regular move beyond sensor/visibility range. I'm talking about moving into the "black" area... like when you want to cross the map. The problem is that, at the start of the game, if you want to do a long distance advance, you actually need to stare at the army the whole time, so that you can continue to issue inch
fantstc1
part of issue might be you need a third cmd... attack move (fight anythig that you need to as you advance), attack target (just get there and blow it up, and forget anything else), and regular move (just move, don't attack)
I'm not going to call it a bug outright, but attacking feels glitchy. I noticed the issue while playing the campaign mission where you take the enemy node that is protected by weird "pink ring" regen shields (the one where you first get bombers, I think). I sent in a whole bunch of troops, and wanted them to blast the snot out of a particular building. So what did they do? Well, they moved in slowl
I don't mind a little micromanagement, personally. Just want it to be the right sort. Not sure I understand the reason templates are necessary. I like making my own groups/formations. Hmm.. when selecting multiple units, what happens when you hit tab? Does it cycle through the selected units? That's the way SC does it. Doesn't have to be tab... could be an
Another topic for tutorial is reinforcements... how to click on T2+ units to call reinforcements. Relevant posts: https://forums.ashesofthesingularity.com/478149/page/1/#3639940 This too could be included (from another thread): Once you request reinforcements, any factories with free production capacity will start build
Repeat option... lol.... something else I missed that was never addressed in the tutorial!
Would be nice if there were multiple hotkey options too. All units on screen vs. all units in army vs all units on map (anywhere, regardless of location). ctrl click for one, alt click for second option, ctrl alt for third... or something like that.
So.. I wouldn't call it a bug, BTW, but I do agree that I naturally wanted to "break off" units, and I did try several things before I found the disband option. Point is, though, if you want to interface to feel natural, maybe add a hotkey for partial disband and regroup? So like highlight a bunch of units, hit a single key, and the units are removed from the group and regrouped together. Would feel more natural. Would probably also require a way to selectively cli
Add the information on troop formation/creation too. The information at this link seems esp. relevant: https://forums.ashesofthesingularity.com/478101/page/1/#3639896 I ended up figuring out the "disband" concept on my own. Would have been nice to have some prompting/explanation.
All of this should be added to the tutorial...
Army reinforcement mechanic??? Perhaps I missed something? (again, another tutorial point that could certainly benefit from some clarification. I recall something about it in the tutorial, but I was checking something out at the time, so I missed it... and it isn't like I want to play through the WHOLE tutorial again, just to catch that) All the same, it seems important... so how does it work?
I just went to look at that website. This is useful, but is buried on the site: https://stardock.cachefly.net/www_ashesofthesingularity_com-assets/game/gameplay/sde_quickstartguide_ashes_0331.pdf Some of that information could certainly be added to the tutorial... E</p
I found myself wanting to rally to my main army. Can this be added, so that new troops form-up automatically?
On the whole, I'm loving the game. But... I would definitely recommend enhancing the current tutorial(s) a bit. I think it would make it much easier for new players to ramp smoothly. Some thoughts and recommendations: - When you start the game, it is hard to know whether you should do the tutorial or play the campaign. I did both, starting with the tutorial. I found that the campaign ac
Started playing last night, and I love it. I noticed that when I ctrl + click on a unit, the screen seems to lock on the unit and center. Super. Now, how do I "undo" the lock on that unit. Doesn't seem to help if I just lick on another unit? My solution is to hit F1 (or whatever) for my engineers. But that seems like a lame way to unlock. Seems like I should be able to unlock the centering with a click.... Just can't quite figure it out.
I just got my 1070! Yay! And I ran the benchmark, and CPU performance is looking very decent at 30-40fps! (which surely isn't the technophile's ideal target, but it is still a very decent framerate that is actually faster than most classic movies and TV broadcasts... so it is hard to imagine peeps would ever truly need or want something faster than the convincing illusion of fluid movement, but w/e... not purpose of this post). ANYHOW... What I really want to kn
I have an intel i7 3.16 with 10 GB of Ram. I'm pretty sure that's going to get me through the gate in terms of processing speed and memory. But my video card is only a Radeon 5570 with 1GB. Is my box a non starter for the game in it's current state? Presumably, if I just upgrade the video card, I'll be OK? If that's the case, and people could make a video card recommendation, I'd appreciate it. ALSO... is there a system test can users can run to check the
Didn't notice discount, but if they did it, that's awful.
I realize that the decision was apparently to not include tactics control in the battle viewer. However, in a dev stream I thought I saw someone discussing planned controls on ship behavior. Was I dreaming this? If I was... Idea is that when DESIGNING ships you are able to set some tactical behaviors -- above and beyond mere equipment config. So, for instance, you could assign one ship to "defend large ships in fleet from small fighters"