LorenPechtel

LorenPechtel

Joined Member # 673652
12 Posts 39 Replies 1,980 Reputation

I beat most of them against painful AIs. Many of them I had to really turtle--just my nexus and the two nearby nodes. Wall off the entrance with guns and stay put until I could field juggernauts. The map where you have a bunch of holes in the wall around your base I couldn't beat on painful and on many of them I didn't even try some of the starts as they were obviously going to get sandwiched. There are still a couple of initial nodes that are slightly too far away b

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Followup: At some point you posted an update that fixes this. The framerate can drop well below 1 fps but it doesn't go boom even when I put a vast pile of harvesters on a node.

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[quote who="Ashpire" reply="25" id="3739884"] I'm totally at a loss. All I find in this post, and on the ModDB site, are links to unit packs. Those don't have maps in them, and I don't see maps mentioned anywhere. He only has 4 posts on this forum, and they don't involve maps either. Can you please hand-hold a little more and steer me to the place? Thank you. [/quote] Oops, I got confused by messages for the map thread ending up in here. T

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[quote who="Ashpire" reply="23" id="3739794"] Umm... I can't even find where I got the maps from in October. Must have been this thread. I think. Can you please point me to the updated maps? Thanks! [/quote] Just use the link in the first post. He put the new versions in the same place.

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Observations: 1) There is without a doubt a crash caused by too many units trying to maneuver in too small a space. It's easy to trigger by automatically sending harvesters to a node, eventually enough will pile up and it goes boom. I have triggered it with massed frigates, though. This way takes more frigates than you can move, but if multiple moves are going through a chokepoint it can blow. 2) Autosave doesn't work when you load an autosave.</p

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Twilight Flame, again: Against Painful AIs the balance changed--now the corners did better. It took a few tries before I was able to beat them--I didn't try to hold anything outside my start, just kept sending out frigate fleets (no radioactives needed) against everything near me. One really close call when an Eye of Darkness managed to get into my base, followed by a strike on my nexus after it took down the protection. After that I had enough juggernaughts to sta

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Twilight Flame Another balance issue. I got the #3 position. #1 and #2 expanded a lot faster than the other corners. By the time I was taking out #1 the two northern corners were dead and #4 didn't have too much. I had heavily fortified the center (I saw my defenses obliterate an attack by 25k points worth of units with zero losses) and east crossing points and owned but had not yet fortified the west crossing when the traffic bug caused a crash. I relo

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Round out: 1) Yet again, just a bit too far. 2) Big balance problem here--the 4 corners have a much superior position to the 4 centers. Challenging AIs, the centers got one node, the corners got 3 nodes and a turinium generator. No center start was able to hold more territory than this.

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Round In: 1) Once again, the first node is ever so slightly too far away. 2) Bug: There's a big black vertical stripe just to the left of the 3 & 5 starts. It probably goes through 4 but 4 was dead by the time I got over there and so I had no reason to go in. The challenging AIs were no challenge on this map for some reason.

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Mid War, FFA vs Challenging AIs: Once again, the first node is a bit too far away. Radioactives are very short at the start. I found frigate swarms far more useful here than usual. For some reason I don't understand the late game turned into a major lagfest, by the time I was going after the last AI it was below 1fps much of the time. I didn't have all that many frigates in play at that point, I might have had harvester congestion by then. Having al

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Mid Lover, Challenging AIs, FFA, victory points disabled (I find the 500 way too low on large maps): I wasn't able to grab the node **quite** in time--it was so close I won't say it's impossible. The AIs got them. The AI never got the node in the far upper left for some reason, though. The AI doesn't seem to exploit the space within the ring basins, most of it was totally empty for the entire game. Once again, a glow in the dark map--I took the three nodes

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[quote who="ASADDF" reply="10" id="3726635"] But remember that taking the first node fast is not something that it need to be done, its just a map design method, but no every map need to have those nodes near the base..., Why always have the same Strategy in the game? rush the first node... it does not need to be always like that [/quote] The AI does poorly if it can't rush the first node.

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Central flame: FFA vs 7 challenging AIs. Once again the closest node is too far away for immediate capture, although the AIs must have gotten some bonus as they captured them fine. This map left me glowing in the dark--despite my entire strike force being air power I still had far more radioactives than metal. The left turinum generator has two extractors inside it where you can't build--I never saw the others to know what they were like. The outer AIs domi

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[quote who="ASADDF" reply="6" id="3726461"] Quoting LorenPechtel, reply 4 And when playing against Painful AIs I couldn't beat them even with an outside start. The 4 inner AIs were basically ineffective giving the other outer AIs so much expansion I couldn't cope with them. True the first who take the nodes gets more eco

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Ashes War: After I couldn't make headway against the Painful AIs I tried it again against Normal AIs. Now it's got a different problem: The computer can't handle it. The corner positions are far enough from the next node that you can't simply walk up and take them. I was able to build a gun and take it but it took the AIs on the corners ages to capture the closest node and none of the AIs put up anything resembling a threat. By the time I had a battlegrou

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All War, FFA??? Not only is there the same problem with the victory points, but the inner positions strike me as basically unplayable in FFA. And when playing against Painful AIs I couldn't beat them even with an outside start. The 4 inner AIs were basically ineffective giving the other outer AIs so much expansion I couldn't cope with them.

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A bit of a balance issue with the Unit pack + Engineers: This gives you everything the other side has other than the orbitals--but not the limitations. Thus, if you start Substrate you don't have storage limits, but if you start PHC you do. I really like the advanced quanta generators--the late game ends up with so many of them around, it's nice having them fit in half the space. An even more advanced version would be nice, as well as advanced versions of the refiner

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[quote who="bbc6rgf57ytty5yxyw5gt" reply="16" id="3725315"] Quoting LorenPechtel, reply 15 How does one install a mod into Ashes? Go to Documents>My Games>Ashes of the Singularity-Escalation>Mods and paste the folder of the mod you downloaded into the mod folder. [/quote] Thank you.&

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https://www.dropbox.com/s/5a0nsr7yzz4fbzo/Campaign%20AutoSave%202.AshesSave?dl=0 Further experimenting shows that it is a problem with the harvesters as going back a minute earlier and ordering a bunch of them off the node avoids the crash. (And, yes, the rally points for the ground units are wrong--the map is deceptive, I thought I was putting them in the shortest pat

2 Replies 39,533 Views

Load it, do nothing, guaranteed crash after a few seconds. I figure it might be of use for debugging but I see no way to attach it. It's nowhere near the unit density that causes what I figure is a pathfinding crash.

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Another observation that points strongly towards it being a pathfinding issue. This time there was no large mass of frigates anywhere on the map. There was, however, a large mass of harvesters. My radioactives income wasn't going up despite harvesters on repeat build and ordered to a radioactive node. Investigation showed that the pile around the node had grown too big, the ones on the outside couldn't figure out what to do. This was my best

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