Radar is currently lacking in the level of precision that you get compared to Supcom, where you can tell if a radar contact is a land, air, naval or building. To make Radar occupy a bigger part of the game and be more of a strategic consideration, it really needs to be reworked to deliver that level of information. This is clearly what would be an amazing improvement to make, but like everything, the issue is developer time and the opportunity cost of it. Lowering the cost of
GGTheMachine
[quote who="fantstc1" reply="9" id="3685657"] Quoting Ticktoc, reply 7 (assuming I haven't imagined radar helping ) @generalsgentlemen, Two questions: 1. Can you validate whether radar currently helps AA and artillery? 2. Incidentally,
Another two nice high ranked games vs Rebellions! Game #1 on Atwater. Game #2 on Kralon
Upgrading the Radar building seems a little unnecessary when you can upgrade Radar range via Quantum upgrades, which will be reduced in price to 75 Quanta in 2.4
[quote who="MrPhalanx" reply="1" id="3684979"] Good to hear, but please focus more on the engine, the game still crashes a lot, rendering the game unplayable sometimes. Even on a full AMD rig. [/quote] As mentioned, DX12 stability (Make it crash less) will be part of 2.4 and we will continue to work on it.
I am not sure how exactly range factors into engaging air targets. I played around for a while and I noticed tripling the height of Furies made Sky Cleansers miss every shot against them and incapable of damaging them despite firing at them regularly. I realised I would need to examine and measure the performance of AA units extensively in changing this, so I have left it for now.
I've experimented with modifying height values for planes. I tripled the height of the Fury, and the Sky Cleanser seemed completely incapable of hitting it. This no doubt effects performance of anti-air weaponry.
[quote who="fantstc1" reply="10" id="3684690"] Wouldn't third faction be nihilon? I mean, "genesis." "In the beginning..." Am I missing something??? Expecting some "advanced nihilon" ... the alluded to it on last level, right? "He's processing and evolving faster than we can..." ... something like that. <b
Oh, flocker templates (what effects movement and height for planes) is not yet supported for modding. The file in the mod folder will not be override the one in the base game. Allowing this is already done and will be a part of the 2.4 update. This is what we mean when we keep saying we are working on modding support. In the meantime, putting it in your steam directory will work, but backup your files first or prepare to validate game files when you want to go bac
Hey guys! Lots to talk about here. Last month I was at Stardock headquarters in Michigan, USA all the way from Australia. I had an incredible time, and while I was there we crafted up a roadmap for the rest of 2017. Here's a dorky photo of Brad (Draginol) & I. ##Upcomin
[quote who="fantstc1" reply="2" id="3684492"] before I tweak stuff based off only a couple of peoples feedback Just curious what "tweaking" means in this case. I thought normal level was just the AI working exactly like the player, with no bonuses or penalties, and just plain smart/efficient AI. So what gets tweaked? [/quote] The difficulty setting on the campa
Hey guys. For the 2.4 update coming in August I have done some tweaks to the existing campaigns and scenarios. One thing I would like to include is standardising the difficulty settings of the Genesis campaign. I think I did a good job on making them all balanced on the Much Harder difficulty, but it's much harder to test and gauge at lower difficulties when I could breeze through them. So what I would appreciate is for everyone who has played the Genesis campaign missions to
In order to make modding more user friendly, there was a few changes in the 2.4 update which breaks compatibility with mods created for previous versions. To update previous mods, a few changes are required: 1) In the GameCore\Moduletemplates\WeaponModuleTemplates.csv file, a "Missile Location Group" column was added to the end. This column contains a reference to the updated MissileLocations.csv file. This information used to be in
Can confirm 2.4 in August will feature DX12 stability improvements.
I almost never have problems in 1v1 2v2. But larger team games certainly are likely to have a crash. Make sure you are running DX11 instead of DX12 as it's more stable. But we are aware of the issue of stability and it's being worked on. I believe the release with Vulkan support with also help some of the stability issues.
Nice work! Thanks for that.
I don't really understand the issue, if you are struggling then perhaps you should lower the difficulty.
A very nice 1v1 game between myself, rank 12 and Amelie, rank 1. Replay File
We will be talking about the Roadmap in our Dev Diary next week.
Here's a .RAR with 4 nice replays between myself, Rank 12 and Rebellions rank 7. Version 2.3
I tried the mod and couldn't see how to enable prebuilt Extractors.
Hey nice work, good to see other people experimenting with balance! 1. Nice idea with the slow Substrate heal, might actually implement that. 2. I think you'll find some huge balance issues caused by the changed to range. For example, if Reapers stay at the maximum attack range they are unkillable wby the short range Zeus. We're aware that the current range profiles isn't performing as we would like it, it's strange for long range units to close into medium range an
Thanks, I'll look into this.
[quote who="warrenkc" reply="1" id="3683342"] Anyway I can get this program? Thanks! [/quote] Here's the link. I also updated the original post for anyone else stumbling across this post.
There's also some more modding functionality to be added into 2.4 which currently isn't available.