Ashpire

Ashpire

Joined Last seen Member # 6736544
0 Posts 1 Replies 7,336 Reputation

As a relative noob and single-player only, my humble 2 cents is that Ecalation is not too complex. It's easy to outgrow the base Ashes. It's ironic that the people I see asking for the base game to continue are multiplayers, who are no doubt the most skilled. But - there may be a market for the base game and Stardock really wants to have a low-$$ offering. So... You could have one product with both "Ashes Classic" and "Ashes Escalation" choices on the intro scr

39 Replies 247,910 Views

This really should be fixed (assuming it's a bug) as it seems unnecessary and is very annoying: If I select a unit and then click anywhere near a dreadnought, they automatically form a group! Which I have to disband before I can continue with my original plan. IIRC this also happens if a dread is selected and I click on another unit... I think this has been mentioned before but is one of those things that appears so simple to correct that I have to b

0 Replies 2,229 Views

You should absolutely go for the 1440. Your system will easily handle it, at least for Ashes, and the visual advantage over 1080 will far offset any drop in performance. And there are other general benefits to 1440 including much more screen real estate. I wouldn't want to go back even to 1920 x 1200.

20 Replies 76,021 Views

Thank you! In UnitTemplates.csv I selected the Pan (currently line 18) and set its HP and Armor to -1. I set its Heal Rate to 99999. This gave me an invulnerable observation unit, as I wanted. I wonder two things further: I'd like to remove its attacking power, but can't find a setting for that. And there appears to be a ceiling on the sight radius - I tried -1 and 99999 but it remains limited. Still, very usable and of course I can make mul

3 Replies 29,620 Views

In Escalation single-player skirmish mode, I want to create an "invulnerable" unit for observation use. I'm thinking of a Pan or maybe Brute, that I can send off to the AI camp to watch & learn about development. I know there are other ways to learn, but want to try this. In the Unit Template CSV file, I tried altering the "Armor" value on a Brute AssetID; however, that seemed to have no effect. Can anyone tell me exactly what to change to do this (greatly increase sur

3 Replies 29,620 Views

Yes, great support for a great product - one of my best software purchases ever. In the "GUI polishing" category let me recap some that I think would be simple: • Add an "everything visible" option for skirmish maps! This would be of great tutorial value and implicitly adds a new difficulty adjustment to complement the existing choices. Major bang for the buck, especially for noobs like me. • Make impassable terrain lines more discernable on the topo map. So,

13 Replies 130,963 Views

Thank you, Tictoc. I've now tried the graphics tweaks mentioned there and see little improvement in the cases I was mentioning. So it may be that my basic problem is CPU load, not GPU. Reducing the drone swarm density, especially when there are bunches of dreadnoughts, still seems to make sense in terms of reducing unnecessary load. I leave it to the devs to do what they want.

7 Replies 6,190 Views

By your logic we wouldn't request anything that improves performance, and the existing video nerfs would be removed. Then only people with absolute top-end rigs could run the game, and the eligible player base would dwindle to an even tinier percentage. I doubt that's what you really want. I bought this game to play big battles. To maximize my ability to do so, I want to turn off some more of the impressive but (like shadows) totally useless eye-candy e.g. PHC drea

7 Replies 6,190 Views

My mouse is set up to zoom several lines of text with each notch of the wheel. That works fine in most apps and I'd like to just leave it at that setting. It works pretty well in Ashes except sometimes when I want a precise zoom level and can't get it. So I suggest assigning the keypad +/- keys, or maybe page up / down, to zoom by single Ashes-interface increments. Then I can use these as a tweak. Thanks

0 Replies 2,766 Views

My rig slows to stop on very big battles even with all Video options minimized. I wish I could also turn off drone animations since these are relatively unimportant, and drone flurries (eg when placing a carving turret next to a repair bay) noticeably slow the rendering. I understand that drone effects must still be calculated, so reducing just the GPU burden may not do a lot. Also, Substrate drone hives might have to be excepted, as they seem to hang around areas but with

7 Replies 6,190 Views

The panel in the upper-right corner (player / faction ranking ?) can't be hidden (AFAIK). Personally I have no use for it, and would like to dismiss it. Any key combo that would hide it then pop it back up... EDITED: I was more excited about this until I realized that my GUI was running at 130% (maybe the default?). Once I set it to 100% this was much less of an issue. But the request stands and is probably simple to add.

0 Replies 2,353 Views

I omitted context because the comment was pretty clear and the same advice appears elsewhere e.g in PC Gamer's tips: "However, if you constantly spend more than is streaming in, you risk crashing your entire economy. When a crash occurs, your income indicator will flash red ... During this time, your Engineers or Constructors will continue to build with what little resources they have to work with, but the rate of production will

6 Replies 37,058 Views

[quote]... ensure that you don't go into negative in both resources for rad and metal, they cause delay in production speed if you do [/quote] I've seen this "don't crash your economy" advice many times, but don't understand it. Does my overall build rate suffer if metal or rad production goes negative? Meaning, is there a penalty on this? Or are the indicators simply telling me that I'm trying to use more resources than I'm harvesting so production will be slo

6 Replies 37,058 Views

From any level of top-down zoom, I have trouble telling which land elements can or cannot be traversed. I'd expect this to be clear from the topographical level view, but it isn't to me. I know that I can tilt the map to examine a specific area, but that's time-consuming. So - can we get clearer go/no-go demarcations on the topo map? Just thicker lines for the impassable points would be a BIG help. Thanks.

0 Replies 14,051 Views

I had the same problem with Destructors in the base game. Two of them can roll up a mass of Smarties. I think it was due to a late change, right before the release of Escalation. IMHO it badly upset the game balance - but I am new to this, and Escalation brought Artillery Posts which help PHC resist. So I've been playing that. EDIT - I see in the second of these threads that the devs are going to fix this in the base game; great!

4 Replies 4,823 Views

I think this is a real shortcoming in the Ashes interface; so much so that I wonder if I'm missing something . But it seems simple: If a group/army is already selected, I can add a unit to it by shift-clicking on that unit. BUT I cannot remove a unit from a selected group by shift-click. This is not only counter-intuitive but really inconvenient. As things are now, to remove a unit, I have to select the army, di

1 Replies 2,834 Views

It's very strange that even the Prometheus has no anti-air at all. You don't expect a capital ship to leave any bases completely uncovered, especially such a major one. Seeing a group of dreadnoughts being pounded by planes and doing nothing is weird. I'm sure this is a design decision rather than an oversight (by now), but it seems wrong to me. They ought to have something; in fact, I'd expect it to be relatively strong.

14 Replies 14,310 Views

Ashes Escalation v2.0 on Steam. I grouped (as an army) about 10 medics and two Hyperions. As the army sailed off to attack, the medics formed up in a graceful arc in front of the battleships. It was very pretty. Then they were all massacred. It seems that medics usually do stay in the rear of a fighting force, but not always and certainly not here.

2 Replies 3,588 Views

I'd often like to know when in a game my "Power" jumped etc. Sometimes it's baffling as to what happened. A timeline e.g. in minutes would be a big help. All my suggestions are "noob" so excuse me if I've missed an existing feature. OTOH I can tell you what someone at my level is looking for to improve.

2 Replies 2,867 Views

I've proposed this in another thread but it's highly relevant here. A terrific option, easily added, would be "Terrain & Units Visible" . This brings an immediate tutorial benefit (I can watch the AI develop on a map I know) and adds a "difficulty" graduation to every map. This would be of such great value that frankly I'm surprised it was omitted. Devs - PLEASE add this!

6 Replies 62,325 Views