Journals

Which of these is your favorite RTS of all time?
Starcraft
9%
Supreme Commander
48%
Total Annihilation
16%
Company of Heroes
4%
Command & Conquer
22%
190 Total Votes

ONE COMMUNITY: Merging the Singularity

Posted on Thursday, February 16, 2017 By Draginol

image

By definition, there can only be one singularity.

[[..]]

Ashes of the Singularity and Ashes of the Singularity: Escalation are being merged.  There will be only one game: Ashes of the Singularity: Escalation.

Everyone who already has Ashes of the Singularity will also have Ashes of the Singularity: Escalation. 

To understand why we have decided to do this a little background on the development of Ashes of the Singularity is needed...

image

Once upon a time...

Ashes of the Singularity is a massive-scale, real-time strategy game.  It was also the very first DirectX 12 game and the very first game on any platform with a multi-core AI.   Its technological innovation resulted in a lot of media coverage but the purpose was so that we could create a new type of RTS: One that could simulate tens of thousands of individual units.   But as you can guess, that capability came with a price:  The hardware requirements.

Because of the hardware requirements, our primary concern with the game's design was to appeal to the widest possible audience of strategy game player.  We couldn't afford to alienate potential players by making the game too "hard-core". 

During the beta, there were frequent, passionate arguments on certain features.  Specifically:

  1. Strategic Zoom (ala Sins of a Solar Empire, Supreme Commander, GalCiv, etc.)

  2. Upgradeable defenses (turrets that could be upgraded to more powerful versions)

  3. A lot more unit classes.

And each time, we rejected these requests not because we disagreed with them (Stardock, after all, has strategic zoom in Galactic Civilizations, Sins of a Solar Empire, Fallen Enchantress, etc.).  We rejected them because we were concerned that these features would make the game too "niche".

Ashes-5K-Mega

 

Release

Within a month of the release of Ashes of the Singularity, the game's sales were twice what we had expected.  As exciting as that news was for us, it was also very concerning because it indicated that our projection model was completely off.  Ashes of the Singularity required a CPU with 4 cores (most people only had 2) and a video card with 2GB of memory.

I want to contrast the hardware requirements with our other real-time strategy game: Sins of a Solar Empire: Rebellion.  1 CPU core, 256MB of video memory.

In addition to selling a lot more than anticipated, the requests for the aforementioned 3 features became increasingly vigorous.  At this point, we were still persuaded that the market for a hard-core RTS was not sufficient to add those features to the base game.  Instead, we would create a stand-alone expansion pack for those players.

 

EscalationChart

Esc_wall-1

Escalation

In November,  we released Ashes of the Singularity: Escalation to universally positive reviews.  The lowest score it received was 75 and the user ratings as I write this are classified as "Very Positive".  We also provided a $20 upgrade path for those who wanted to go get the expansion.

However, many of our customers were not happy. 

First, many people who bought Ashes of the Singularity paid $49.99.  Thus, even a $20 discount to get "the game they wanted in the first place" seemed unfair to them.

Second, and more seriously, it split the community.

Esc_SS1

 

 

One game, two communities?

As many of you know, Stardock is one of the oldest independent game studios in the industry.  I own it.  And I try to interact directly with our customers through a variety of forums.  As a result, we have the luxury of making decisions that may have some short-term pain but result in long-term success.  The secret of Stardock's success is simple: We generally do whatever it takes to make our customers happy.

Coming from the software side, having a standard and a Pro version of your product isn't a big deal.  But in the gaming world, especially recently, it is a big problem and one that has proven impossible for us to bridge.

For example, even if we solved the multiplayer community fragmentation, what about modding? What about community discussions on strategy and tactics? What about future expansions?

Hence, I have decided to merge Ashes of the Singularity and Ashes of the Singularity: Escalation into a single product: Ashes of the Singularity: Escalation.   We will update the game to have a "simplified rules" option for those who do preferred the more streamlined game mechanics and unit types (anyone who has ever tried to get a LAN party going with an RTS knows what I mean) but going forward, Escalation is the only version of the game.

The base game will be discontinued.  If you have a copy of it,  you  can still play it and we will still support it.  But we won't be selling it anymore.  Everyone who had Ashes of the Singularity now has Ashes of the Singularity: Escalation as well.  And anyone who already upgraded to Escalation from Ashes now has an automatic season pass to the DLC for Escalation.

By merging the products, we add over a hundred thousand people into the Escalation multiplayer pool, modding community, forums and allows us to focus all our attention on Escalation.

If you have any questions, you can contact me directly on Twitter @draginol or on our forums at www.ashesofthesingularity.com.

I'll see you online!

-brad

 

Esc_SS2

 

FAQ

Q: Why didn't you just have the features in Escalation in the base game?
A: Because at the time of release, 40% or so of the Steam user base couldn't even run the base game.  Anything that made the game more of a "niche" seemed to be risky.

Q: Why do you think Ashes sold so much better than you expected?
A: Most of our demographic data comes from Sins of a Solar Empire and Galactic Civilizations and those indicate most strategy game players tend to have more modest PC setups. However, power gamers, for lack of a better term, tend to have higher end PCs than expected and Ashes appeals to power gamers more so than our other titles.

Q: What made you decide Escalation was the future and not the base game?
A: The player stats.  Despite having a much smaller base (it just came out recently) Escalation has more people playing it.  From a long-term point of view, an engaged user base is critical.

Q: You spoke about modding, what is your modding goal with Ashes?
A: Ashes of the Singularity was the first game to utilize Oxide's new, state-of-the-art engine, Nitrous.  It was the first DirectX 12 game and soon will be the first game to support both Vulkan and DirectX 12 simultaneously.  Thus, in many respects, Ashes was designed to be a platform. Our goal is for someone to be able to mod Ashes into virtually any type of game.

Q: What is the next expansion pack going to focus on?
A: Naval units.

Q: When will we see Escalation in our Steam account?
A: Now. It has been automatically added to your account.

Q: If I purchased from Stardock (not Steam), do I need to get a new Steam Key from my account?
A: No, you do not need a new key. The upgrade will be done through Steam automatically.

Q: What does a season pass mean?
A: It means all new DLC we release for the game this year will automatically be added to that player's account.

Q: What types of DLC are you working on?
A: We're working on Episode 3 which is a new campaign along with new maps, scenarios and game modes.

Q: What updates are in the works?
A: We have replays almost ready, a new class of units: Juggernauts (similar to Titans from Sins of a Solar Empire), a mod manager, more single player AI updates, mass-multiplayer performance and stability improvements, and much more.

Q: What types of changes can we expect in the future of this game?
A: Lots of new types of units including organics, the aforementioned naval units, tracked, walking, more flying units, etc. 

Q: Right now, the units hover, why is that?
A: We had concerns regarding the CPU requirements for path finding tens of thousands of units.  Hover units have the advantage of being able to duck above or below other units.  As we get more data on the hardware our players have, we will be able to introduce other types of locomotion.  Plus, hover units look super cool. [e digicons]:)[/e]

Q: With the merging of Escalation, who is the target market?
A: People who are familiar with real-time strategy games.  We do plan to provide simplified rule options for newcomers (useful for LAN parties and such).


DEV DIARY ESCALATION #1: The great map rebalance!

Posted on Saturday, February 11, 2017 By Frogboy

Greetings!

I’d like to introduce you to Callum McCole.  You’ll be hearing about him a lot in the coming months as I have asked him to take an ever great role in helping me on design elements of Ashes of the Singularity.  He runs the popular RTS YouTube channel, General’s Gentlemen.

As an RTS player of many years, I have often lamented when game developers fail to make the most use of the RTS community when it comes to design and balance that can be helpful both for the expert players as well as newcomers.  I have seen people make this wish so often that I suspect many of you will be surprised that we have fulfilled that wish.

The upcoming version 2.1 of Escalation will be the first to have the beginnings of his efforts starting with the great map rebalance.

In his own words:

 

Fixed Maps:

 

Canopus

Canopus is a 3 player map which is currently in the 1v1 map pool. It features incredibly narrow choke points with only a single path into the player's base and a small centre area with a mountain making the centre impassable. This is bad for gameplay since there’s no room for flanking or aggressive maneuvers, the game rapidly because stagnant and just about spamming defenses. The tight narrow chokepoints create problems for pathfinding and the balance is ruined by the unflankable PHC Artillery Turret.

Canopus also has a disproportionately high amount of Radioactives compared to Metal.

Changes Applied:

  • Create additional routes between each peninsula to allow for more strategic diversity and flanking routes
  • Reduced the size of the impassable terrain in the middle
  • Added a metal relay in the middle of the outer pathways

Old: New:

clip_image002

Ceres

Ceres is a great map as it is, but it suffered from not having a second set of Metal deposits near the base. Adding in additional Metal deposits makes map control more strategic, which is important for a map that is so small.

Changes Applied:

  • Added two metal deposits to one of the nearby empty relays

Old: New:

clip_image004

Deneb

Deneb is the most asymmetric map in the 1v1 map pool; while an asymetric map looks pretty and is interesting if done right, the current implementation of Deneb is imbalanced in favour of the left side due to the following issues.

  1. The left side has an additional Metal relay
  2. Southwards expansion on the right side is hindered by Turinium Generators.
  3. The Central mountain has two attack paths onto the right side, but only one for the left.

Balance aside, Deneb has a disproportionately low amount of Radioactives compared to Metal. This limits strategic diversity and generally favours PHC who are less radioactives intensive than Substrate.

Changes Applied:

  • Reworked the terrain layout in order to be more symmetrical
  • Symmetrized the resource layout to be fair and balanced for both sides
  • Replaced the side Turinium Generators with Radioactives
  • Centralised Turinium generators to make Turinium acquisition more viable

Old: New:

clip_image006

Knife Fight

Knight Fight is an extremely linear map, with only a single pathway through the centre of the map from which all points are connected. This results in little strategic diversity and no room for flanking and tactical manoeuvres. Knife Fight should have additional pathways opened up along the sides with the points being connected to allow for more tactics and attack paths. The south spawn also suffers from the first two relays being further away from the Nexus than the North spawn.

Changes Applied:

  • Equalised the travel time from starting locations to first two resource points
  • Opened up an additional pathway on the sides of the map
  • Opened up an additional pathway on the top and bottom of the map
  • Connected the resources points on the sides of the map

Old: New:

clip_image008

Monaco

Monaco only has two pathways across the map with Starting Locations situated incredibly close to each other. This makes the map easy too easy to lock down with static defenses, while the close proximity of spawns allows for Artillery Posts to directly siege the opponent's Nexus from the safety of their own. Lastly, having two “safe” Turinium generators on each side of the middle prevents Turinium from being accumulated. 

Changes Applied:

  • Moved player starting locations to map corners
  • Reshuffled some of the resource layout to replicate a more standard starting location
  • Created a wide Pathway in the centre of the map
  • Centralised all the Turinium Generators to make acquiring Turinium more viable

Old: New:

clip_image010

Regulus

Having only a single attack route onto the other half of the map means static defenses easily lock down and prevent any aggression, creating a long, slow  grind to break through the enemy defenses with no potential for flanking. This inherently favours PHC, who have access to the Artillery post. Regulus needs additional pathways across the map to allow for more maneuvering.

Changes Applied:

  • Created a pathway at the top and bottom of the map with an empty relay
  • Moved the starting locations to map corners to account for additional pathways

Old: New:

clip_image012

Ulrich

Without any central Path, players can only fight each other via the sides of the map, when combined with how Ulrich is a very large map for 1v1 given its medium size, this makes the map feel very slow. Having only two attack paths on opposite ends of the map can can result in players attacking each other on opposite sides and having their armies completely avoid this other, creating a base trade situation. This is not a very fun dynamic, players should have more opportunity to move their forces around the map and be able to better respond to attacks.

Secondly, having two easily defensible Generators on each side of the map results in Turinium rarely being generated for a player.

Changes Applied:

  • Created a pathway between the centre of the map
  • The middle now only has a single centered Turinium Generator
  • Added Metal Deposits onto one of the empty relays near the starting locations

Old: New:

clip_image014

 

Adjusted Turinium Requirements

 

The Turinium Requirements in Ashes are not only vastly inconsistent, they are also too high. Almost all games will come down to annihilation of the enemy, with Turinium levels being ignored and neglected. Turinium Generators are still actively contested due to the additional resources they provide, but Turinium as a victory condition is not providing any strategic diversity and consideration from players.

I have standardised the Turinium levels on the current and future ranked maps, lowering the Turinium requirements where it is too high and making it more consistent. I used 500/750/1000 as the basis for Tiny/Small/Medium maps, but varied it slightly depending on how difficult Turinium acquisition is on those maps.

Maps:

Players

Size

Old Turinium

New Turinium

Bis

4

Tiny

600

600

Frosthaven

2

Tiny

500

500

Knife Fight

2

Tiny

750

500

Kralon

2

Tiny

2000

500

Monaco

2

Tiny

1000

750

Proxima

4

Tiny

2000

600

Spica

3

Tiny

1500

600

Thuban

4

Tiny

750

600

Ceres

2

Tiny

750

500

Canopus

3

Small

1000

750

Cygnus

2

Small

1500

750

Deneb

2

Small

1500

750

Maurn

2

Small

1500

750

Pyn

2

Small

1500

600

Regulus

2

Small

1000

750

Turtuga

4

Small

1500

750

Vega

2

Small

2500

600

Rus

2

Small

1000

750

Pulaski

4

Medium

2000

1000

Ulrich

2

Medium

1000

750

Italia

2

Medium

1500

1000

Espana

2

Medium

2500

1000

New Ranked Map Pool

The following maps are suggested for the next ranked map pool, assuming that these maps are updated with the above adjustments. While this map pool has small and medium maps, it is mainly skewed towards tiny. Some players don’t like the faster pace of tiny maps, preferring the more forgiving pace of medium, but those players are more likely to be playing more casual team games instead of 1v1’s, so it wouldn’t make sense to tailor the map pool around those types of players. If Ashes had a map veto system, that would give more flexibility to add more maps of different types.

Map

Size

Turinium Requirements

Bis

Tiny

600

Ceres

Tiny

500

Frosthaven

Tiny

500

Knife Fight

Tiny

500

Proxima

Tiny

600

Spica

Tiny

600

Deneb

Small

750

Cygnus

Small

750

Pyn

Small

600

Rus

Small

750

Italia

Medium

1000

Espana

Medium

1000

 

You are welcome to comment on these changes. We hope to release v2.1 quite soon.


MERGING the SINGULARITY

Posted on Monday, February 06, 2017 By Draginol

Exis_Render_Template_1080P_11

Our story so far...

Stardock loves real-time strategy games.  Our customers love real-time strategy games (Sins of a Solar Empire remains our best selling game of all time).  And we want your opinion on something important to us.

When Stardock sold off its digital distribution business to GameStop in 2011, we took that capital to help found a number of new studios including Soren Johnson's Mohawk Games, Mothership Entertainment, Stardock Towson and Oxide Games.  Our goal was to build new technology and studios that would create innovative new games.

In short, we've been pretty busy.

Ashes of the Singularity: A background

Of these new games, the first to ship was Ashes of the Singularity.  It is the first game to use the new Nitrous engine developed by Oxide Games. 

Nitrous is an amazing engine and all our new games are standardizing on it.  What makes it special is that it is core-neutral. That is, the more CPU cores you have, the more it can do.  It scales almost linearly as you can more CPU cores.  This means we can do interesting things like object space lighting, handle thousands of light sources, do all kinds of interesting things with AI,  simulations, etc.

Since Ashes of the Singularity was the first engine to use it, we were cautious as to how much we would invest into the game itself.  Nitrous is amazing but it was new. And the things we were trying to do had never been done before.  There was no DirectX 12 or Vulkan when we started working on it.  We were building it based on the theory that such a graphics platform would have to be made and got super lucky that they were made before the game shipped. 

On DirectX 11, you need a pretty powerful machine to run Ashes of the Singularity (on DirectX 12 or later Vulkan, you can run it on a potato practically, that's how much better DX12/Vulkan are).

But, like I said, there was no DirectX 12 or Vulkan back then so we designed the game to appeal to as many people as possible while still showing off what the engine could do. If all went well, the game would sell around 50,000 units in its first year.  That would be a very respectable release for a game that could only run on a fraction of the PCs available at the time.

DirectX 12

I can't even begin to tell you how much of a game-changer DirectX 12 was.  Suddenly, this game that was going to require a monster machine to run could run on much more reasonable hardware.  That's because DirectX 12 lets every CPU core talk to the graphics card at the same time.  On DirectX 11, only 1 CPU core can talk to the GPU at once.   As some may recall, people were dubious about the game's benchmark results on DirectX 12.  But as people quickly saw, it was a massive difference.

 

Who is the target market?

During the early access program, there requests, often strident, for features that we felt would alienate the mainstream gamers.  While we personally liked the features they wanted (upgradeable defenses, strategic zoom, more unit progress, etc.) we felt that this would create a learning curve that would keep us from even getting to the mere 50,000 units we hoped to sell to break even.

Ashes-5K-Boom

Ashes delivered massive-scale warfare across a planet

Release

When the game shipped, it quickly reached a user base of over a hundred thousand players not counting the hundreds of thousands of players who got the game as part of their video card purchase. 

It also became apparent that many of them wanted an RTS a lot more depth where depth meant things like strategic zoom, upgradeable defenses, more resources, lots more unit classes, etc.  But doing so, we felt, would be a bait-and-switch.  I realize that some hard-core RTS fans can't imagine not wanting to have dozens of unit types but as someone who has tried and failed to get their friends to play FAF, learning curve matters.

So we decided to create a new SCU for those players who wanted a "bigger" RTS.  Escalation.

 

Esc_SS2

Escalation caters to the more dedicated RTS fan.  Strategic Zoom, Upgradeable defenses,  Specialized units

Divergence

Last fall, Ashes of the Singularity: Escalation was released.  It's a stand-alone game with an $20 upgrade price for people who have the base game.  It got universally favorable reviews (lowest review being a 75) in the media and has a 81 Steam score. 

Meanwhile, the base game didn't fare as well . A lot a lot of passionate RTS players who had lobbied for what was in Escalation felt they were being asked to pay again for the game they wanted in the first place. Thus, the base's games Steam score went from "Mostly Positive" to something like "This game will kill  your pets" on Steam even though the game has continued to get frequent updates, new units, etc.

image

One engine: Two games.  The base game for the mainstream and Escalation for the dedicated RTS fanbase. Which game do people want us to focus our energy on?

Merging

And so here we are with the debate unresolved.  Which kind of RTS do people want us to focus on?  In the long-run, we need to focus on one RTS.

So here is the plan: Let the market decide. 

What we want to do is give everyone who bought the game in early access or earlier a copy of Escalation (provided Steam and GOG are okay with this).   Everyone who bought the upgrade from Ashes to Escalation will get a season pass to the DLC we're adding to Escalation.

Then, with user bases a bit more equal, we can see which game people prefer.  Let the players choose which game they prefer based on what they actually play. 

EscalationChart

Feature difference between the two.

 

The Long-Term plan

The game's hardware requirements today (4 core CPU, 2GB of video memory, 1920x1080 resolution min) ensure that it won't be a mass market game either way for some time.  And we are fine with that.  In the not-so-distant future, these hardware requirements will be mainstream and by that point, both games will have evolved.

The base game will evolve so that it becomes easier to pick up and play. The price will continue to get reduced.  The unit mix will continue to evolve (i.e.  we may replace units with better, more interesting ones but keep the unit count reasonable).  It'll still get new races to play, new campaigns and so on.  But the game play will focus on being intuitive.

Escalation will evolve to have more depth. Naval units, additional resources, lots more units, more tech progression. 

There is a case to be made for both.  It'll be interesting to see which one becomes dominant.

 

Esc_SS1

Escalation provides many more types of units and defenses to craft ever more sophisticated strategies

The question for you:

Which game fits you the best? The base game or Escalation? And why?


ASHES DEV UPDATE: February 2017

Posted on Friday, February 03, 2017 By Draginol

Esc_wall-1

Greetings!

February is here and there is a ton of stuff to talk about.

[..]

## VULKAN ##

We have been working diligently on Vulkan support and I am pleased to tell you that we have it...mostly working.  We are tentatively scheduled to release Escalation v2.1 (Ashes 1.51) on February 16.   Unfortunately, Vulkan won't make it in there as it needs a little more time to bake.

## REPLAYS ##

We have this.  It's not super stable though so we're still working out the kinks.  We expect to have an opt-in build available within the next couple weeks so people can play around with it.    We've been working with General's Gentlemen on the design of this feature so that it will appeal not just to those who want to see a replay of their game but also for casters who want to cast games.

## MODDING ##

I have an Ashes modding Skype channel where we're bouncing ideas around.  There is a fine line between "modding" and "end user customization".  As someone who started out as a modder, I tend to take a bit of a dim view on modders who think they have to have commercial grade tools in order to make changes. 

Making front ends to XML and CSV files is not super high on my priority list.  I expect modders to be able to do this sort of thing.

What I don't expect modders to have to do is: Reverse engineer the .OXModel format or hack the EXE to change game rules.

So on our end these are the tools that are in development:

Mod Manager.  This will let you create your own mod in \documents\my games\ashes..\mods where you will have a file a .ashesmod file (i.e.bradsbalancemod.ashesmod).

This file is a manifest for your mod tells the game where to look for your other files.

There are FOUR files I mod all the time for personal use:

  1. WeaponMOdulesTemplates.csv
  2. UniteTeampltes.csv
  3. BuildingTemplates.csv
  4. DefaultPlayerAI.xml

You can mod those files right now and drastically change the way Ashes plays.

Anyway, you can create your own versions of these files, put them in your mod folder and then have your .ashesmod point to them.  When the game sees a duplicate Internal ID, it'll replace the one in game with yours.

If you're into modding, you can practice this now by modifying one or more of the files there locally and see what crazy things happen.

 

## LOCALIZATION ##

Ashes is coming to a lot of new languages.  This will start with the big 2.1 (1.51) update.

Esc_SS6

## MERGING CODE BASES ##

For easier maintenance, Ashes of the Singularity and Ashes of the Singularity: Escalation are going to have their code-bases merged.

Thus, the base game will pick up a lot of the enhancements that are in Escalation (visual updates, engine update, UI update, etc.).

Escalation will have everything Ashes has plus:

  1. Strategic Zoom
  2. The New units
  3. Volcanic Maps (These will be made available as DLC for Ashes players)
  4. Crystaline maps (This will be made available as DLC for Ashes players)
  5. Escalation Campaign
  6. Upgradeable Defenses

The goal is that we want Ashes of the Singularity to be the "mainstream" game and Escalation be the hard-core game.  This frees us to continue to evolve Escalation in ways that would likely be unappealing to mainstream RTS fans (more resource types, more unit types, deeper economic features, etc.).

And just to drive home the point how serious we are on this: We plan to give everyone who was part of the early access program a free license of Escalation (that's about 100,000 free licenses).

Anyone who has upgraded to Escalation already or does so before we do this will get a lifetime pass Escalation DLC.  And those who were part of our Lifetime Ashes Founder's program will be truly getting a lifetime pass to Ashes such as sequels. :)

So if you were part of early access and haven't upgraded to Escalation, you'll want to do that before we do this.

As many of you know, the base game sold a lot more than we had anticipated.  Remember: RTS games are supposedly "dead" and only MOBAs have a market.  Combined with our hardware requirements, we presumed about 50,000 units in the first year.

Thus, putting Escalation and the base game on equal footing, we can see which game has more players.  Ashes or Escalation.  I know you hard-core RTS players are convinced that Escalation will win.  Don't be so sure.  I love them both but it's Ashes, not Escalation, that my friends tend to prefer for LAN parties due to the relative simplicity.

In short: If you were part of the Ashes early access program (or likely bought soon after it came out) you will soon have an Escalation key too.  Play whichever one you prefer. The market will decide which path the RTS community wants us to follow.

## JUGGERNAUTS ##

In the "not a promise" category, Episode 3 is well into development.   While Episode 3 will be DLC, Juggernauts will be a free unit added to the game.  Each side will get one and they'll appear in Episode 3. The base game, btw, will be getting Juggernauts too as they make a satisfying doomsday weapon.

Right now, I have early Spring as the release date for this.  

 

## BEYOND JUGGERNAUTS ##

Where Escalation focused on making the game...well bigger, the next major area of focus is going to be water and naval.   That doesn't mean it's the next thing on the list as we have a long list of things we want in this game first ranging from wrecks to more types of units to more single player and multiplayer replayability features (I'll be talking more about this in the near future).

The one thing that we are excited about the most and that we hope we can persuade you to be excited about is that this game is still at the start of its life.  Go look at every other RTS on the market.  Go.  I'll wait.

Are you back?

Ok, I will keep nagging about this but it is non-trivial to make a major RTS.  Even Microsoft struggles with it (Halo Wars for instance).  It is tough.  And here we are (you guys and us) with a fresh engine designed specifically for RTS games that supports DirectX 12, Vulkan and as many CPU cores as you can throw at it.  Right now, that's all really just potential.  But as any SupCom player can tell you, the tech does matter because it determines the long-term evolution of the game.

So that's all for this month. 

Cheers!


DEV DIARY: Ashes T4s

Posted on Friday, January 13, 2017 By Draginol

NextOfTheQueen

We are currently working on additional units for Ashes of the Singularity: Escalation.  The T4s and more T3s are not units you will run into in the competitive multiplayer games but on the bigger maps, late game, we run into a lot of cases where the existing units just aren't powerful enough to distinguish between one civilization and another.

Below is a list of some of the units we are considering.  Feel free to suggest your names:

Name Level Description
Jinx T1 Fires a shot that slows down a unit. The more hits, the slower the unit goes
Flea T1 Splinters won't target it. Can jump up a level of ground without a ramp
Havok T1 Very fast moving light attack unit
  T2 Protects area from bombardment
  T2 Hides area from radar detection
Helios T3 Flying air Dreadnought
War Hog A3 Slow moving flying air cannon
Theia T3 Giant Mobile Factory
  T3 Greatly enhances other units in fleet
  T4 Very slow moving doomsday machine that will destroy one thing at a time.
  T4 Very slow moving doomsday machine that wipes out vast swaths of cheap units
  T4 Very slow moving doomsday machine that lays siege to a distant target
  A3 Ultimate air superiority fighter
  T4 Very slow moving doomsday machine that protects everything nearby

These units will be released for free for Escalation owners.

VIEW MORE
Email:
Password:
 

If you already have a Stardock Account, please use it to log in. If not, you can create one here:

Email Address: *
Username: *
Password: *
Confirm Password: *
First Name:
Last Name:

*Required fields