I actually use the GIMP to make most of the preview images you see ;) They're 512x512 single-layer DDS images. Start positions are defined in LobbyOverlay.dds which is also a 512x512 image. Though they're generated automatically on our internal build; not sure when that's going out to public if it isn't already. Also, the start position order is defined by the order you put the Nexuses on the map. You can do a hacky manual assignment by noting which Nexuses are
abiessener
Similarly to Starcraft etc, units can't see higher elevation levels. So you have to either scout it with aircraft, climb the hill, or use the scan power to actually see the units up there. Meanwhile they can see you, and if they're indirect-fire (aka they shoot in arcs, like artillery) they get to shoot you.
Keep in mind that Ashes is much, much harder on your GPU than your CPU due to how efficiently the Nitrous engine uses multiple cores. We'll always be working on performance, of course, but Ticktoc is right that GPU memory is a significant limitation if it's low or slow.
Smarties are cheap and mostly useful for keeping cheap econ raiders from stealing regions, yeah. Sentinels are hardcore death machines, but they're expensive and slow to build - and they get wrecked by Artemis (the anti-building missile they have is brutal), Nemesis (if it gets to shoot, heh), Prometheus, and bombers. Falcons...probably need some love. Mostly I build Furies ;) A lot of people love a more defensive, turtle-y playstyle, and that's probably someth
This is great feedback, thanks all. Regarding the empire tree, I've been banging on it a bit internally and I think it can be useful in Ashes for a couple things: 1. Seeing which battlegroups/controlgroups are in combat quickly 2. Getting a very quick sense of relative battlegroup/controlgroup strength 3. Seeing what you have lying around as "loose" (non-battlegroup) units at a glance I don't know that it'll ever be quite as useful overall a
Thanks for the suggestion and the maths, CW! I personally love the idea of "normalizing" the DC to the turn count, possibly in both directions. I'll bring it up to Brad, see what he thinks.
Varda will still be quite strong, just less game-breaking :)
Oh, they're coming in as a 5x? Weird. That would explain it. They level extra strong on attack as well (they get +1 physical +1 lightning every level). I think I'm going to leave them as is for now and wait to see if another fix (delaying trait reward events so you don't get them on turn 5 or whatever) solves the issue. Thanks guys!
Hey all -- We've seen some reports about the Pariden Crusader being totally overpowered and trivializing the game when he shows up. I poked around in the data and did some testing, and he's definitely strong but not anything I'd think would be gamebreaking. Anyone have any details? Should be an easy fix once I understand the issue. Thanks! Adam (P.S. Sorry for what's about to happen to Varda #sorrynotsorry ;) )
Gotcha. Be interested to see what you think of the 1.0 game!
So I've been banging on balance and polish for a while. Very interested to see what you guys think. This is based on the latest Steam build, which I'm told you all have as of this evening. Wrote this originally for folks who don't have hours and hours in the game, so forgive the explanatory bits. --- I can't tell you how much better the last few weeks have made the game. A game like SK benefits so much from getting all its moving parts in sync with one
Interesting. You just camp out in Athica until you fill out your army with Soldiers? That sounds on paper to be...suboptimal. Totally willing to be proved wrong, though. You're giving up 30-40 DC and scouting and questing and...so much stuff to have a couple more units.
Do you guys build an "outpost perimeter" around your empire to guard against attacks? I don't take issue with pioneer spam, but more or less the only outposts I build most games are around shards.
The patch is now live as an opt-in.
The first post-launch patch for Galactic Civilizations III is now available on an opt-in basis. This patch enables custom races in multiplayer and fixes various data bugs and crashes. Read the full patch notes here. To enable the patch, do the following: Select Galactic Civilizations III in your Steam Library list Right-click and select Properties Select the BETAS tab F
I don't see why you wouldn't!
Not currently. It's on the list, but right now we don't display the star name on the map (to reduce visual clutter) so it wouldn't really do a lot anyway.
The official wiki is ready for you to browse and to contribute your vast Galactic Civilizations III knowledge to. We deeply appreci
There's one really cool one for launch day that I want confirmed before I make that post. But they're all going to be at 3pm ET.
Hooray, it's a sale! Offworld Trading Company is 25% off -- $29.99 -- all weekend. Mars is the next frontier for ambitious men and women to make their mark on humanity, but the battle for control of the red planet is fought with stock buyouts and short sales rather than missiles and tanks. Civilization IV designer Soren Johnson's next game is an economic RTS that challenges the foundational assumptions of what the real-time strategy genre can be. <a href="https://www.o
[quote who="stevepeach" reply="7" id="3541597"] You literally have to wait until the other player is done moving to even issue orders or modify build queues. [/quote] This is incorrect. You can issue orders and adjust build queues at any time; they are only executed when your turn comes up. Simultaneous planning, sequential execution. If you are seeing different behavior in the game, that's a bug. Please report it to the support forum and we'll look i
Your Founder's bling (gold Servo parts) will show up in your inventory in the Servo Hangar once you finish all three tutorial maps, FYI.
Happy Alpha day, everyone! Stardock and BonusXP are thrilled to be getting the Servo alpha into your hands. Thank you for your support! As a reminder, no screenshots or video of the Alpha are to be posted . The reasoning for this is that we want to start getting feedback from you, our Founders, before the game is visually ready for the teeming masses to pick it apart. Not everyone is as pumped for Servo as you are (thanks, by the way), and we want to ma
Just did a custom priest and got the intro quest as appropriate too...we'll bug it and send to QA. Sorry about that! If you guys can give us specific game settings where you're seeing this behavior (i.e. what exactly did you pick for starting party / ability / spellbooks / land size / difficulty / everything) that would be super helpful.
Weird, I just loaded up a priestess game on the build we just sent public and got the intro quest: http://screencast.com/t/Gi3bMTLW