RE: Avali Nexus Forum Thread 3: A crowd. - Surge - 02-26-2016
(02-26-2016, 02:37 AM)SCN-3_NULL Wrote:
(02-26-2016, 02:29 AM)Surge Wrote: So in light of the recent Boston Dynamics robot that has it's own sense of balance and can dynamically correct it when suddenly forced one way or another by external forces, I'm still secretly hoping by the end of summer a Tecarian Mk1 droid could be feasibly created. It won't change that the whole timeline will suddenly have to carry an alt history tag but it'd be cool if it didn't have to diverge so much.
or a very drunk one, assuming a tecarian can be drunk
Well it IS canon that they can throttle their own processing cores to forget or ignore problems around them by not having the spare computational power to effectively recognize or respond to them anymore.
RE: Avali Nexus Forum Thread 3: A crowd. - SCN-3_NULL - 02-26-2016
truck sim: enemy within
(02-26-2016, 02:43 AM)Surge Wrote:
(02-26-2016, 02:37 AM)SCN-3_NULL Wrote: or a very drunk one, assuming a tecarian can be drunk
Well it IS canon that they can throttle their own processing cores to forget or ignore problems around them by not having the spare computational power to effectively recognize or respond to them anymore.
so they could do that intentionally or...
RE: Avali Nexus Forum Thread 3: A crowd. - Surge - 02-26-2016
uh oh, here we go again...
RE: Avali Nexus Forum Thread 3: A crowd. - SCN-3_NULL - 02-26-2016
for scaling tall buildings, and market garden kills
RE: Avali Nexus Forum Thread 3: A crowd. - SCN-3_NULL - 02-26-2016
umby bike
RE: Avali Nexus Forum Thread 3: A crowd. - Surge - 02-26-2016
So it should be established early on, I like Stardock, I think they have a good handle on this strategy game thing, galactic civilizations is a very good offering that toes the line between making a good joke every now and then and failing to take itself seriously, Sins of a Solar Empire is an instant classic, and now Ashes of the Singularity joins Eugen's Age of Aggression and Petroglyph's Grey Goo in trying to live out the glory days of RTS once more, except Ashes is actually worth a look.
So right out of the gate Ashes of the Singularity is barely hiding that it's trying to be the successor to Supreme Commander that Planetary Annihilation wasn't, but it's also borrowing the map control mechanics popularized by Relic with Company of Heroes and Dawn of War to provide engaging and competitive gameplay that doesn't simply center on two players funneling armies at each others' base, the result is, presently, pretty promising, without artificial restrictions on where you can build bases, the centralized nature of resource placement around map control nodes (called power plants), and generally more viable base defenses means the base building and expansion of Supreme Commander is back with a vengeance.
most resources will be found around capturable sites like this one
Each map starts with you picking from one of two factions, the PHC or Substrate, there is almost certainly intended lore to flesh out the differences between them but in the current incarnation of the game it doesn't seem to be present, you select from one of dozens of maps supporting anywhere from 2 to 6 players, choose some basic map options, and then set up the teams choosing from 7 different difficulties of AI ranging from "beginner" to "insane" and finally hit start.
Once in game you'll be greeted by your HQ and a few metal deposits, like Dawn of War II you only get one HQ and if it dies you lose, and like Supreme Commander your economy is totally streamed, which means that if a unit costs 500 metal you aren't obligated to have 500 metal in storage and pay it upfront, instead depending on build time it will subtract a certain amount of metal from your storage every second, and if your metal income at least offsets that drain enough to keep you from running out before it's finished, you're good go. You can of course start construction even if you don't have the resources to finish it, but you'll face global construction time penalties.
When you begin to expand into the surrounding landscape you'll begin to notice that those weird yellow lines leading away from your HQ are leading to power generators with more resources, these lines link all of the different "zones" of the map and are the only real way they are defined as such, most of your resource income will flow along those lines, and they can be severed if an uncontrolled power generator is found between the extractor and your HQ, similarly upgrading your generators with amplifiers or global abilities will increase the income of all nearby extractors. Of course you have to actually capture the generators first, by default the generators generate several neutral "creeps" to defend themselves, which means you'll need a modest combat force in order to actually expand.
After this you can usually start producing units in earnest, there are 4 types, frigates, cruisers, aircraft, and dreadnoughts. Despite these names there is not any actual naval warfare presently, but they are for the most part hovercraft with turreted weaponry, shields, and armor. Depending on your faction some will be built and deployed in squadrons of 3 or standalone, the game also supports infinite repeating of the current build queue thanks to it's streaming economy, which greatly reduces the need to manage your factories once the pace starts to pick up, simply set down a factory waypoint, set it to build forever, and go micro your units. Speaking of unit micro Ashes actually fixes one of the biggest issues Supreme Commander had where some units had special abilities and actually required micro management, in a game where armies can number in the hundreds expecting the player to micro a single platoon of AA tanks is a bit much, so Ashes skips that and offers you a generally pleasing level of autonomy to all your units, though I find myself rather confused as to the function of several units and features as a result of the game managing those aspects for me. Once your army gets large enough that managing individual units becomes a hassle you can quickly designate a group as an "army" and the game will treat them as one coherent squadron, maintaining a dynamic formation appropriate for the terrain they are crossing and a consistent speed to ensure support units don't fall behind, once in combat the units fall apart into their more expected combat positions quickly and fluidly, though I did encounter some pahtfinding issues when ordering larger units to attack uphill into an enemy base, and the game seems to stumble when an army includes both air and ground units.
even on low difficulties the game offered no shortage of enemies to fight in grand battles
The game is, by default, structured around special zone control points with no resource deposits, these instead generate victory points which, as the name might imply, determine the winner of the match after a certain number have been amassed, this keeps the action focused and intense, though the importance of income and severe frailty of extractors leaves generous room for raiding tactics. After the game finally starts to really pick up pace large battles for objectives quite rapidly become commonplace with little to no input from either player, simply designate an army and issue an attack move, but the really interesting part is the game's third resource, Quanta, which isn't tied to any individual resource deposit and can be generated from anywhere you have room for a small structure, and is used to globally upgrade your units and structures or call down "orbital" global abilities. Special structures can be built to unlock different global powers, and various global upgrades will increase firepower and durability of units and structures, as well as increasing your maximum army size, radar range, and resource storage limits, ensuring that the game can escalate farther and farther as it goes on without having to power creep itself with constantly bigger and meaner units. In most battles the biggest chunk of your direct involvement will often be spending quanta on orbital abilities to tip the scales in your favor, these abilities can be defensive or offensive, and tend to vary by faction.
Presently the game seems to lack in strategic investments such as siege artillery batteries or superweapons that can truly break a stalemate, but it seems reasonable to assume that these will appear in the game later on. So it seems that Stardock has once again reinforced themselves as a top notch publisher of strategy games, with an ambitious and experimental title that is so far living up to most of it's promises, I think Ashes will come to be a defining title for the genre of strategy games in the same way Total Annihilation, Supreme Commander, and Sins of Solar Empire are, it is currently in early access on Steam for $50.
RE: Avali Nexus Forum Thread 3: A crowd. - Shaadaris - 02-26-2016
aqwsxedrctv67by8nu9m
how long has the Crimson been in Terraria?
And they still haven't added an alternate way to get the Band of Starpower... Thereby cutting off mages from 4 freaking useful accessories.
Arghhh.....
RE: Avali Nexus Forum Thread 3: A crowd. - SCN-3_NULL - 02-26-2016
fuck, I'm crying again
RE: Avali Nexus Forum Thread 3: A crowd. - SCN-3_NULL - 02-26-2016
meanwhile in pokemon threads
RE: Avali Nexus Forum Thread 3: A crowd. - Reks - 02-26-2016
(02-26-2016, 12:39 PM)SCN-3_NULL Wrote:
meanwhile in pokemon threads
Because apparently people can't be happy with things
Like unofficial logos (or are they actually a thing now?)
Either way I think it's pretty creative.
At least, more creative and thematic than just
Say
Another letter.
RE: Avali Nexus Forum Thread 3: A crowd. - roguephoenix64 - 02-26-2016
So it should be established early on, I like Stardock, I think they have a good handle on this strategy game thing, galactic civilizations is a very good offering that toes the line between making a good joke every now and then and failing to take itself seriously, Sins of a Solar Empire is an instant classic, and now Ashes of the Singularity joins Eugen's Age of Aggression and Petroglyph's Grey Goo in trying to live out the glory days of RTS once more, except Ashes is actually worth a look.
So right out of the gate Ashes of the Singularity is barely hiding that it's trying to be the successor to Supreme Commander that Planetary Annihilation wasn't, but it's also borrowing the map control mechanics popularized by Relic with Company of Heroes and Dawn of War to provide engaging and competitive gameplay that doesn't simply center on two players funneling armies at each others' base, the result is, presently, pretty promising, without artificial restrictions on where you can build bases, the centralized nature of resource placement around map control nodes (called power plants), and generally more viable base defenses means the base building and expansion of Supreme Commander is back with a vengeance.
most resources will be found around capturable sites like this one
Each map starts with you picking from one of two factions, the PHC or Substrate, there is almost certainly intended lore to flesh out the differences between them but in the current incarnation of the game it doesn't seem to be present, you select from one of dozens of maps supporting anywhere from 2 to 6 players, choose some basic map options, and then set up the teams choosing from 7 different difficulties of AI ranging from "beginner" to "insane" and finally hit start.
Once in game you'll be greeted by your HQ and a few metal deposits, like Dawn of War II you only get one HQ and if it dies you lose, and like Supreme Commander your economy is totally streamed, which means that if a unit costs 500 metal you aren't obligated to have 500 metal in storage and pay it upfront, instead depending on build time it will subtract a certain amount of metal from your storage every second, and if your metal income at least offsets that drain enough to keep you from running out before it's finished, you're good go. You can of course start construction even if you don't have the resources to finish it, but you'll face global construction time penalties.
When you begin to expand into the surrounding landscape you'll begin to notice that those weird yellow lines leading away from your HQ are leading to power generators with more resources, these lines link all of the different "zones" of the map and are the only real way they are defined as such, most of your resource income will flow along those lines, and they can be severed if an uncontrolled power generator is found between the extractor and your HQ, similarly upgrading your generators with amplifiers or global abilities will increase the income of all nearby extractors. Of course you have to actually capture the generators first, by default the generators generate several neutral "creeps" to defend themselves, which means you'll need a modest combat force in order to actually expand.
After this you can usually start producing units in earnest, there are 4 types, frigates, cruisers, aircraft, and dreadnoughts. Despite these names there is not any actual naval warfare presently, but they are for the most part hovercraft with turreted weaponry, shields, and armor. Depending on your faction some will be built and deployed in squadrons of 3 or standalone, the game also supports infinite repeating of the current build queue thanks to it's streaming economy, which greatly reduces the need to manage your factories once the pace starts to pick up, simply set down a factory waypoint, set it to build forever, and go micro your units. Speaking of unit micro Ashes actually fixes one of the biggest issues Supreme Commander had where some units had special abilities and actually required micro management, in a game where armies can number in the hundreds expecting the player to micro a single platoon of AA tanks is a bit much, so Ashes skips that and offers you a generally pleasing level of autonomy to all your units, though I find myself rather confused as to the function of several units and features as a result of the game managing those aspects for me. Once your army gets large enough that managing individual units becomes a hassle you can quickly designate a group as an "army" and the game will treat them as one coherent squadron, maintaining a dynamic formation appropriate for the terrain they are crossing and a consistent speed to ensure support units don't fall behind, once in combat the units fall apart into their more expected combat positions quickly and fluidly, though I did encounter some pahtfinding issues when ordering larger units to attack uphill into an enemy base, and the game seems to stumble when an army includes both air and ground units.
even on low difficulties the game offered no shortage of enemies to fight in grand battles
The game is, by default, structured around special zone control points with no resource deposits, these instead generate victory points which, as the name might imply, determine the winner of the match after a certain number have been amassed, this keeps the action focused and intense, though the importance of income and severe frailty of extractors leaves generous room for raiding tactics. After the game finally starts to really pick up pace large battles for objectives quite rapidly become commonplace with little to no input from either player, simply designate an army and issue an attack move, but the really interesting part is the game's third resource, Quanta, which isn't tied to any individual resource deposit and can be generated from anywhere you have room for a small structure, and is used to globally upgrade your units and structures or call down "orbital" global abilities. Special structures can be built to unlock different global powers, and various global upgrades will increase firepower and durability of units and structures, as well as increasing your maximum army size, radar range, and resource storage limits, ensuring that the game can escalate farther and farther as it goes on without having to power creep itself with constantly bigger and meaner units. In most battles the biggest chunk of your direct involvement will often be spending quanta on orbital abilities to tip the scales in your favor, these abilities can be defensive or offensive, and tend to vary by faction.
Presently the game seems to lack in strategic investments such as siege artillery batteries or superweapons that can truly break a stalemate, but it seems reasonable to assume that these will appear in the game later on. So it seems that Stardock has once again reinforced themselves as a top notch publisher of strategy games, with an ambitious and experimental title that is so far living up to most of it's promises, I think Ashes will come to be a defining title for the genre of strategy games in the same way Total Annihilation, Supreme Commander, and Sins of Solar Empire are, it is currently in early access on Steam for $50.
I read about this a about a year ago, and it's fair to say I was intrigued. Looks pretty damn good though, nice strategy, the army concept is good, so on and so forth. Although the graphics aren't as good they they try to make it seem (are they ever?), and $50 USD is just a tad steep. I might get it when it comes out of EA and the price drops though. Way better than Planetary Annihilation, which should have been good, but... you know what, I won't even start.
RE: Avali Nexus Forum Thread 3: A crowd. - Ehksidian - 02-26-2016
(02-26-2016, 01:46 PM)Reks Wrote:
(02-26-2016, 12:39 PM)SCN-3_NULL Wrote:
meanwhile in pokemon threads
Because apparently people can't be happy with things
Like unofficial logos (or are they actually a thing now?)
Either way I think it's pretty creative.
At least, more creative and thematic than just
Say
Another letter.
those are indeed official and trademarked logos.
RE: Avali Nexus Forum Thread 3: A crowd. - SCN-3_NULL - 02-26-2016
random krits are fair and balanced, also how long for them to set up the direct?
RE: Avali Nexus Forum Thread 3: A crowd. - Ehksidian - 02-26-2016
and they have been fully confirmed
WOO POKEMON SUN/MOON
RE: Avali Nexus Forum Thread 3: A crowd. - SCN-3_NULL - 02-26-2016
CONFRIMED!
RE: Avali Nexus Forum Thread 3: A crowd. - Reks - 02-26-2016
(02-26-2016, 02:47 PM)Ehksidian Wrote:
(02-26-2016, 01:46 PM)Reks Wrote: Because apparently people can't be happy with things
Like unofficial logos (or are they actually a thing now?)
Either way I think it's pretty creative.
At least, more creative and thematic than just
Say
Another letter.
those are indeed official and trademarked logos.
(02-26-2016, 03:17 PM)Ehksidian Wrote: and they have been fully confirmed
WOO POKEMON SUN/MOON
My excitement is a go.
I am actually genuinely excited for these!
Also I love people sometimes
RE: Avali Nexus Forum Thread 3: A crowd. - Surge - 02-26-2016
Wow...I dreamed that people actually cared about my worldbuilding, there was a new design I had done on the front page of reddit and I didn't even know about it until I logged in myself...can I go back to that world and live there instead!?
So it should be established early on, I like Stardock, I think they have a good handle on this strategy game thing, galactic civilizations is a very good offering that toes the line between making a good joke every now and then and failing to take itself seriously, Sins of a Solar Empire is an instant classic, and now Ashes of the Singularity joins Eugen's Age of Aggression and Petroglyph's Grey Goo in trying to live out the glory days of RTS once more, except Ashes is actually worth a look.
So right out of the gate Ashes of the Singularity is barely hiding that it's trying to be the successor to Supreme Commander that Planetary Annihilation wasn't, but it's also borrowing the map control mechanics popularized by Relic with Company of Heroes and Dawn of War to provide engaging and competitive gameplay that doesn't simply center on two players funneling armies at each others' base, the result is, presently, pretty promising, without artificial restrictions on where you can build bases, the centralized nature of resource placement around map control nodes (called power plants), and generally more viable base defenses means the base building and expansion of Supreme Commander is back with a vengeance.
most resources will be found around capturable sites like this one
Each map starts with you picking from one of two factions, the PHC or Substrate, there is almost certainly intended lore to flesh out the differences between them but in the current incarnation of the game it doesn't seem to be present, you select from one of dozens of maps supporting anywhere from 2 to 6 players, choose some basic map options, and then set up the teams choosing from 7 different difficulties of AI ranging from "beginner" to "insane" and finally hit start.
Once in game you'll be greeted by your HQ and a few metal deposits, like Dawn of War II you only get one HQ and if it dies you lose, and like Supreme Commander your economy is totally streamed, which means that if a unit costs 500 metal you aren't obligated to have 500 metal in storage and pay it upfront, instead depending on build time it will subtract a certain amount of metal from your storage every second, and if your metal income at least offsets that drain enough to keep you from running out before it's finished, you're good go. You can of course start construction even if you don't have the resources to finish it, but you'll face global construction time penalties.
When you begin to expand into the surrounding landscape you'll begin to notice that those weird yellow lines leading away from your HQ are leading to power generators with more resources, these lines link all of the different "zones" of the map and are the only real way they are defined as such, most of your resource income will flow along those lines, and they can be severed if an uncontrolled power generator is found between the extractor and your HQ, similarly upgrading your generators with amplifiers or global abilities will increase the income of all nearby extractors. Of course you have to actually capture the generators first, by default the generators generate several neutral "creeps" to defend themselves, which means you'll need a modest combat force in order to actually expand.
After this you can usually start producing units in earnest, there are 4 types, frigates, cruisers, aircraft, and dreadnoughts. Despite these names there is not any actual naval warfare presently, but they are for the most part hovercraft with turreted weaponry, shields, and armor. Depending on your faction some will be built and deployed in squadrons of 3 or standalone, the game also supports infinite repeating of the current build queue thanks to it's streaming economy, which greatly reduces the need to manage your factories once the pace starts to pick up, simply set down a factory waypoint, set it to build forever, and go micro your units. Speaking of unit micro Ashes actually fixes one of the biggest issues Supreme Commander had where some units had special abilities and actually required micro management, in a game where armies can number in the hundreds expecting the player to micro a single platoon of AA tanks is a bit much, so Ashes skips that and offers you a generally pleasing level of autonomy to all your units, though I find myself rather confused as to the function of several units and features as a result of the game managing those aspects for me. Once your army gets large enough that managing individual units becomes a hassle you can quickly designate a group as an "army" and the game will treat them as one coherent squadron, maintaining a dynamic formation appropriate for the terrain they are crossing and a consistent speed to ensure support units don't fall behind, once in combat the units fall apart into their more expected combat positions quickly and fluidly, though I did encounter some pahtfinding issues when ordering larger units to attack uphill into an enemy base, and the game seems to stumble when an army includes both air and ground units.
even on low difficulties the game offered no shortage of enemies to fight in grand battles
The game is, by default, structured around special zone control points with no resource deposits, these instead generate victory points which, as the name might imply, determine the winner of the match after a certain number have been amassed, this keeps the action focused and intense, though the importance of income and severe frailty of extractors leaves generous room for raiding tactics. After the game finally starts to really pick up pace large battles for objectives quite rapidly become commonplace with little to no input from either player, simply designate an army and issue an attack move, but the really interesting part is the game's third resource, Quanta, which isn't tied to any individual resource deposit and can be generated from anywhere you have room for a small structure, and is used to globally upgrade your units and structures or call down "orbital" global abilities. Special structures can be built to unlock different global powers, and various global upgrades will increase firepower and durability of units and structures, as well as increasing your maximum army size, radar range, and resource storage limits, ensuring that the game can escalate farther and farther as it goes on without having to power creep itself with constantly bigger and meaner units. In most battles the biggest chunk of your direct involvement will often be spending quanta on orbital abilities to tip the scales in your favor, these abilities can be defensive or offensive, and tend to vary by faction.
Presently the game seems to lack in strategic investments such as siege artillery batteries or superweapons that can truly break a stalemate, but it seems reasonable to assume that these will appear in the game later on. So it seems that Stardock has once again reinforced themselves as a top notch publisher of strategy games, with an ambitious and experimental title that is so far living up to most of it's promises, I think Ashes will come to be a defining title for the genre of strategy games in the same way Total Annihilation, Supreme Commander, and Sins of Solar Empire are, it is currently in early access on Steam for $50.
I read about this a about a year ago, and it's fair to say I was intrigued. Looks pretty damn good though, nice strategy, the army concept is good, so on and so forth. Although the graphics aren't as good they they try to make it seem (are they ever?), and $50 USD is just a tad steep. I might get it when it comes out of EA and the price drops though. Way better than Planetary Annihilation, which should have been good, but... you know what, I won't even start.
My screenshots there are on minimum settings, not representative of actual in-game graphics at all.
RE: Avali Nexus Forum Thread 3: A crowd. - SCN-3_NULL - 02-26-2016
singularity standardization is a must
RE: Avali Nexus Forum Thread 3: A crowd. - Umbra - 02-26-2016
(02-26-2016, 03:50 PM)Reks Wrote: My excitement is a go.
I am actually genuinely excited for these!
Also I love people sometimes
-snerp-
Am also excited.
As cliché as it sounds, I'm totally getting Moon :v
Also, that's hilarious.
RE: Avali Nexus Forum Thread 3: A crowd. - SCN-3_NULL - 02-26-2016
I got a good feeling the new "bad guys" is probably team eclipse