[quote who="bipolartuna" reply="3" id="3568372"] Quoting Raevn, reply 2 You can also assign T1 units to a T2 unit (to create a meta group) by right clicking. Same for T2 -> T3 units. There is a limit to how many T1 units a T2 unit can group with, same same for T2 & T3. <
Raevn
(hold) Alt - show range rings (hold) Middle Mouse - Rotate camera Arrow Keys - Pan You can also assign T1 units to a T2 unit (to create a meta group) by right clicking. Same for T2 -> T3 units. There is a limit to how many T1 units a T2 unit can group with, same same for T2 & T3.
Not sure if this is the correct place for this request, but can a modding sub-category be created on these forums?
The map editor for Ashes of the Singularity is available, but not enabled by default in the current build. You can enable it by doing the following: Go to the install directory for AotS Navigate to Assets > UI > FrontEnd, and open MainMenu.xml in a text editor Look for the line ' ' <
Assets > UI > FrontEnd > MainMenu.xml ... <Button ID="LoadGame" Anchor="L,C" Styl
[quote who="ledarsi" reply="4" id="3566800"] it has only two pips instead of three. I assume this means scouts deal less damage, but this could be incorrect.[/quote] I'm possibly completely wrong, but from memory the pips are just UI values and not directly related to actual unit data.
I urge you to at least consider some fundamental modding ability; this more than anything gives a game longevity long after updates have finished - even TA is still being actively modded. Parallel directories won't be sufficient, as they still only allow a single mod at a time, effectively. I would suggest the parallel directory, but if the same file is found it is appended (or, if someone kind of primary key is the same, replaces that entry in the original file). P
Modding first impressions: https://forums.ashesofthesingularity.com/467525/page/1/
Had a quick look through the data files - XML (mostly UI) & CSV (unit & other tabulated data). DDS for textures and OxModel for models - need to look into that to see what they are. Adding new mods will be an issue if all data has to be within the existing files though. But looks super-easy to edit, albeit with lots of different files involved. Notes Assets > GameCore has the csv data for units, weapons, research and more Asse
[quote who="Frogboy" reply="68" id="3558192"] On the note about projectiles, I always assumed the SupCom player based knew they were fake. That is, it would calculate whether a shot would miss and then show a particle effect missing. It was theater. It's cool looking but the projectile behaviors were all scripted. there was no ballistics model behind them. [/quote] You can't pre-calculate shots while also allowing shots to hit things other than the intend
[quote who="tatsujb" reply="9" id="3558029"] Quoting Raevn, reply 6 Basic area shields have a lot of detrimental gameplay effects that aren't immediately obvious. Low level units must either have a large DPS or risk becoming useless once shields are in play. Weapons must have a significant DPS in order to overcome shie
[quote who="psychoak" reply="7" id="3548254"] Breaking shields is achieved simply by requiring them to not take damage to regenerate, or regenerate at full speed. A slow firing artillery shot can hit, allow the shield to recharge, and then hit again, while a unit that does far less damage in a consistent manner doesn't allow it to recharge. [/quote] Except the entire time that low damage unit is trying to take down the shield, you have effectively invincible units
[quote who="Frogboy" reply="53" id="3557781"] When I say a shot in Ashes is a real projectile I mean that literally, it might as well be a unit on its own. It has its own model, light source, physical behavior. It's not just about firing arcs. Units won't just shoot into the side of a hill because every single unit has multiple fire systems with their own firing solutions. So now, what we're doing isn't "old" news. It's never been done before in an
[quote who="KaneTiberian" reply="4" id="3547173"] I mostly agree with OP post, with a single correction - we don't really need to limit artillery usage that much. There's a known counter to it, already implemented in Supreme Commander, Zero-K and other games - area shields that can block a certain amount of incoming DPS. Shields also offer turtling player a good option to increase forces survivability and that is the vital point of turtling strategies, just as <a id="ct
Few things: Post-Humans: Weapon Systems - Harpoon SAM Missile has 14 (High) Armor Piercing Rating, while other 14s are classed as Very High. This may be important due to the note about Very High armor piercing weapons vs Frigates. Zoom Levels & Strategic Zoom - You know my thoughts on strategic icons [e digicons];)[/e] . I do want to re-iterate that the desire for them is not really about being able to control units fro
[quote who="racso5" reply="25" id="3533729"] Quoting Aulex, reply 23 IMO the lack of not being able to fully zoom out and see the entire map and not having strategic icons will be an artificial cap for making good decisions. If you want people to make good decisions you want to give them as much info as possible, by all
[quote who="Adridos" reply="18" id="3533396"] Quoting Raevn, reply 17 There are very few TA clones, not dozens. In fact, the entire family of TA-like games is: Total Annihilation Supreme Commander / Forged Alliance Supreme Commander 2 (debatable, due to how much was changed) Planetary Annihilation
[quote who="Adridos" reply="16" id="3533375"] Quoting ASADDF, reply 10 Total Annihilation-inspired games, hmm you mean SupCom 1&2? No, I'm talking about the dozens of more modern T:A clones that lay dormant on Steam. Neither me nor you can remember a name of single one of them, that
[quote who="Frogboy" reply="11" id="3533313"] We do not plan to have strategic zoom in this game. That is, if you zoom out, we don't plan to turn the units into icons. We will allow for zooming out a long way, we just don't want to encourage players to zoom out to seeing icons. There will be a mini map and ideally, multi monitor support (no promises on that depends on time/budget). [/quote] I don't think it
[quote who="batchic" reply="3" id="3532511"] Fixed! Thank you for letting us know. [/quote] Got the email notification for your reply, can confirm the link has been fixed. Thanks for the quick fix!
[quote who="BristolBulldog" reply="6" id="3532039"] I signed up here just for this game, and will become a founder. Whilst i love SOASE and Supcom: FA two games (SC2 & PA) have failed partly for one key reason. The units in the game look like toys. They give you no real depth, or want to level them up or keep them alive because they all look like plastic. [/quote] That's a pretty subjective thing, and having played and been heavily involved with both
Also, the AOTS forums don't currently support https.
The URLs in the forum subscription notification emails contain an invalid link to content; the base forum URL is written as follows: https://fourms.ashesofthesingularity.com/ Note "fourms"
[quote who="racso5" reply="21" id="3531794"] Could there be a clause in the Steam EULA which explains that if Steam were to shut down the all licenses for games in your library would be transferred to you?[/quote] Depends on the game's EULA - some prohibit on-selling/transferring, and it may depend on local laws too (local to where Valve is based, I would imagine). The individual publishers would then need to help out with making those keys work on their own platforms (steam
[quote who="amrbean" reply="15" id="3530657"] Quoting Raevn, reply 4 You don't legally own any games in your Steam account. If you read the steam EULA, you are buying the game licenses on behalf of Valve, who then own them, but make them available to your account. This is true for all soft