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en:games:ashes_of_the_singularity_-_escalation [2022-03-25-22-25] – [Free Camera Angle] 7saturnen:games:ashes_of_the_singularity_-_escalation [2022-04-02-09-15] (current) – [Random Crashes] 7saturn
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 The entire map in Ashes of the Singularity is divided into so-called regions. The boundaries of the regions can be seen when keeping ''space'' pressed. Each region possesses one Power Generator. The power itself is only a measure for the power of a player. The more regions, units and buildings a player has, the higher his power value. Aside for a base of comparison of players the power has no relevance by itself. The regions themselves however have an intrinsic value. Many of them can give resources, but not all. A region can be either neutral or occupied by a player. When a region also features resources already the possession of that region gives an income of +0.5 of the available resources (mixed regions of metal and radioactives are possible). A region only gives resources as long as there is an uninterrupted connection from the Nexus building of the player to that region and as long as it is occupied by the player. Regions occupied by allies do count as connections. The entire map in Ashes of the Singularity is divided into so-called regions. The boundaries of the regions can be seen when keeping ''space'' pressed. Each region possesses one Power Generator. The power itself is only a measure for the power of a player. The more regions, units and buildings a player has, the higher his power value. Aside for a base of comparison of players the power has no relevance by itself. The regions themselves however have an intrinsic value. Many of them can give resources, but not all. A region can be either neutral or occupied by a player. When a region also features resources already the possession of that region gives an income of +0.5 of the available resources (mixed regions of metal and radioactives are possible). A region only gives resources as long as there is an uninterrupted connection from the Nexus building of the player to that region and as long as it is occupied by the player. Regions occupied by allies do count as connections.
  
-{{ :en:games:ashes_of_the_singularity_region_map.png?600 |}}+{{ en:games:ashes_of_the_singularity_-_escalation:region_map.png?600 |}}
  
 The above picture shows a region map. You can clearly see the borders of regions separating them from each other. Neutral regions are colored in a dark blue. The red and green colored regions are occupied by the respective factions. You can also see the green, red and black lines connecting the region's power generators. Not all are connected to their directly neighboring regions. This in conjunction of the [[#Resources]] given by regions gives some regions more tactical importance than others. The above picture shows a region map. You can clearly see the borders of regions separating them from each other. Neutral regions are colored in a dark blue. The red and green colored regions are occupied by the respective factions. You can also see the green, red and black lines connecting the region's power generators. Not all are connected to their directly neighboring regions. This in conjunction of the [[#Resources]] given by regions gives some regions more tactical importance than others.
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 Casts can also increase the resource income or building speed, along with a number of other effects that influence own units and units of opponents. These casts require Quanta which is gathered by certain buildings. Another use of Quanta is upgrading units, buildings and economic abilities. Casts can also increase the resource income or building speed, along with a number of other effects that influence own units and units of opponents. These casts require Quanta which is gathered by certain buildings. Another use of Quanta is upgrading units, buildings and economic abilities.
  
-{{ :en:games:ashes_of_the_singularity_resource_chart.png |}}+{{ en:games:ashes_of_the_singularity_-_escalation:resource_chart.png |}}
  
 This chart shows most of the resource information: This chart shows most of the resource information:
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 ^ Image ^ Resource ^ Description ^ ^ Image ^ Resource ^ Description ^
-| {{:en:games:ashes_of_the_singularity_metal_extractor.png?100|}} | Metal | Usually increases metal income by 1 | +| {{en:games:ashes_of_the_singularity_-_escalation:metal_extractor.png?100|}} | Metal | Usually increases metal income by 1 | 
-| {{:en:games:ashes_of_the_singularity_radio_actives_harvester.png?100|}} | Radioactives | The Substrate's source for Radioactives. Income is increased by 1. | +| {{en:games:ashes_of_the_singularity_-_escalation:radio_actives_harvester.png?100|}} | Radioactives | The Substrate's source for Radioactives. Income is increased by 1. | 
-| {{:en:games:radio_actives_extractor.png?100|}} | Radioactives | The PHC's source for Radioactives. Income is increased by 1. | +| {{en:games:ashes_of_the_singularity_-_escalation:radio_actives_extractor.png?100|}} | Radioactives | The PHC's source for Radioactives. Income is increased by 1. | 
-| {{:en:games:ashes_of_the_singularity_quantum_archive.png?100|}} | Quanta | The Substrate's source for Quanta. Income is increased by 0.25. | +| {{en:games:ashes_of_the_singularity_-_escalation:quantum_archive.png?100|}} | Quanta | The Substrate's source for Quanta. Income is increased by 0.25. | 
-| {{:en:games:quantum_relay.png?100|}} | Quanta | The PHC's source for Quanta. Income is increased by 0.25. |+| {{en:games:ashes_of_the_singularity_-_escalation:quantum_relay.png?100|}} | Quanta | The PHC's source for Quanta. Income is increased by 0.25. |
  
 The income of a region can be increased additionally by use of Amplifiers, Harvesters and Refineries, as well as certain casts. The income of a region can be increased additionally by use of Amplifiers, Harvesters and Refineries, as well as certain casts.
 ^ Image ^ Unit/Building ^ Description ^ ^ Image ^ Unit/Building ^ Description ^
-| {{:en:games:phc_amplifier.png?100|}} | PHC Amplifier | Increases the income of a region by 50% when placed on its power generator. Can only be build once per region. | +| {{en:games:ashes_of_the_singularity_-_escalation:phc_amplifier.png?100|}} | PHC Amplifier | Increases the income of a region by 50% when placed on its power generator. Can only be build once per region. | 
-| {{:en:games:ashes_of_the_singularity_substrate_amplifier.png?100|}} | Substrate Amplifier | Increases the income of a region by 50% when placed on its power generator. Can only be build once per region. | +| {{en:games:ashes_of_the_singularity_-_escalation:substrate_amplifier.png?100|}} | Substrate Amplifier | Increases the income of a region by 50% when placed on its power generator. Can only be build once per region. | 
-| {{:en:games:refinery.png?100|}} | Refinery | A PHC building that increases the income of the region it is placed in by +15% of its //base// value. Building multiple refineries in one region only increases income linearly, based on its unenhanced value always. | +| {{en:games:ashes_of_the_singularity_-_escalation:refinery.png?100|}} | Refinery | A PHC building that increases the income of the region it is placed in by +15% of its //base// value. Building multiple refineries in one region only increases income linearly, based on its unenhanced value always. | 
-| {{:en:games:ashes_of_the_singularity_harvester.png?100|}} | Harvester| A Substrate air unit that increases the income of the region it is placed in by +15% of its //base// value. Building multiple Harvesters in one region only increases income linearly, based on its unenhanced value always. | +| {{en:games:ashes_of_the_singularity_-_escalation:harvester.png?100|}} | Harvester| A Substrate air unit that increases the income of the region it is placed in by +15% of its //base// value. Building multiple Harvesters in one region only increases income linearly, based on its unenhanced value always. | 
-| {{ :en:games:ashes_of_the_singularity_optimize.png |}} | Optimize | PHC cast that permanently increases the output of a region by 1/3. Can only be cast on a power generator with an Amplifier placed on top of it. | +| {{ en:games:ashes_of_the_singularity_-_escalation:optimize.png |}} | Optimize | PHC cast that permanently increases the output of a region by 1/3. Can only be cast on a power generator with an Amplifier placed on top of it. | 
-| {{ :en:games:ashes_of_the_singularity_boost.png |}} | Boost | Can be cast up to three times by Substrate on an Amplifier, eventually giving +40% income permanently for that region. First step increases by ca. 13%, second step by ca. 12 % and the third step by ca. 11 %| +| {{ en:games:ashes_of_the_singularity_-_escalation:boost.png |}} | Boost | Can be cast up to three times by Substrate on an Amplifier, eventually giving +40% income permanently for that region. First step increases by ca. 13%, second step by ca. 12 % and the third step by ca. 11 %| 
-| {{ :en:games:ashes_of_the_singularity_overcharge.png |}} | Overcharge  | A Substrate cast that increases the output of a region by the factor of 4 for 20 seconds. |+| {{ en:games:ashes_of_the_singularity_-_escalation:overcharge.png |}} | Overcharge  | A Substrate cast that increases the output of a region by the factor of 4 for 20 seconds. |
  
 In contrast to many other RTS games, the resource income is not facilitated in small chunks but more as a constant >>stream<<. So the income rate and resource drain are more important than actual current values of possessed resources. The Quanta value deviates a bit from this concept as the different casts and upgrades can cause a considerable drain on Quanta but definitely in a chunk-like manner as the change takes effect immediately after triggering and so is the cost applied as well. But the Quanta income is steady just like the other two. Also producing juggernauts makes the Quanta drain work just like metal or radioactives drain. In contrast to many other RTS games, the resource income is not facilitated in small chunks but more as a constant >>stream<<. So the income rate and resource drain are more important than actual current values of possessed resources. The Quanta value deviates a bit from this concept as the different casts and upgrades can cause a considerable drain on Quanta but definitely in a chunk-like manner as the change takes effect immediately after triggering and so is the cost applied as well. But the Quanta income is steady just like the other two. Also producing juggernauts makes the Quanta drain work just like metal or radioactives drain.
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 Building orders can be chained in two ways: Clicking on a units icon when using a construction building or group multiple times (and in sequences) makes the construction building build the units in the same order as they were clicked. Holding shift during a click will add five construction tasks of the clicked unit, instead of just one. Creating new buildings can also be chained in sequences by holding shift. These sequences are shown by blue lines. Building orders can be chained in two ways: Clicking on a units icon when using a construction building or group multiple times (and in sequences) makes the construction building build the units in the same order as they were clicked. Holding shift during a click will add five construction tasks of the clicked unit, instead of just one. Creating new buildings can also be chained in sequences by holding shift. These sequences are shown by blue lines.
  
-{{ :en:games:ashes_of_the_singularity_build_queue_2.png?300 |}}+{{ en:games:ashes_of_the_singularity_-_escalation:build_queue_2.png?300 |}}
 === Production === === Production ===
 All units are either cast or produced. While cast units appear immediately, produced units take a while to produce. All units put a certain strain on the resource income. You can however support a production facility producing units or a construction unit producing buildings with construction units. This way the production speed can be increased considerably, when utilizing big amounts of supporting constructors. This is important when trying to make use of the full resource income which is a key element in maximizing the growth of your army. (For PHC players this is important in another way, too. All not spent resources which cannot be stored due to full storage will lost permanently.) All units are either cast or produced. While cast units appear immediately, produced units take a while to produce. All units put a certain strain on the resource income. You can however support a production facility producing units or a construction unit producing buildings with construction units. This way the production speed can be increased considerably, when utilizing big amounts of supporting constructors. This is important when trying to make use of the full resource income which is a key element in maximizing the growth of your army. (For PHC players this is important in another way, too. All not spent resources which cannot be stored due to full storage will lost permanently.)
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 ==== Combat ==== ==== Combat ====
 === Tier Levels === === Tier Levels ===
-The game features four tiers of [[Ashes of the Singularity Escalation Units|units]]:+The game features four tiers of [[.ashes_of_the_singularity_-_escalation:units|units]]:
   * frigates,   * frigates,
   * cruisers,   * cruisers,
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 ^ Icon ^ Description ^ ^ Icon ^ Description ^
-| {{ :en:games:ashes_of_the_singularity_dreadnought_group_icon.png |}} | When zooming out far enough, this is the last used icon to represent a dreadnought group. It only shows that there is at least one dreadnought on the map at this position. | +| {{ en:games:ashes_of_the_singularity_-_escalation:dreadnought_group_icon.png |}} | When zooming out far enough, this is the last used icon to represent a dreadnought group. It only shows that there is at least one dreadnought on the map at this position. | 
-| {{ :en:games:ashes_of_the_singularity_dreadnought_detailed_group_icon.png |}} | When zooming in a little bit further, a more detailed depiction of the group icon is used. In this case it shows this group consists of one dreadnought, 63 frigates and 62 cruisers. One of the cruisers must be a mobile orbital jammer, shown by the blue half circle on the bottom of the icon. |+| {{ en:games:ashes_of_the_singularity_-_escalation:dreadnought_detailed_group_icon.png |}} | When zooming in a little bit further, a more detailed depiction of the group icon is used. In this case it shows this group consists of one dreadnought, 63 frigates and 62 cruisers. One of the cruisers must be a mobile orbital jammer, shown by the blue half circle on the bottom of the icon. |
  
 Grouped units move together, more like a big chunk than individual units. A group always moves only as fast as its slowest unit (usually dreadnoughts or juggernauts). However, when sending a group to a position and producing to it may cause the newly produced units to go directly to the target position of the group which may separate them from the actual group (making them an easier target). Grouped units move together, more like a big chunk than individual units. A group always moves only as fast as its slowest unit (usually dreadnoughts or juggernauts). However, when sending a group to a position and producing to it may cause the newly produced units to go directly to the target position of the group which may separate them from the actual group (making them an easier target).
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 A group or single unit can do three kinds of things: Move, attack or capture. The capture option can only be used on the generator spot of a region. A region can only be captured when all opposing forces and buildings inside it are destroyed and when the capturing unit is close enough to the generator spot. A capture command is represented by a dark blue line on the tactical mal: A group or single unit can do three kinds of things: Move, attack or capture. The capture option can only be used on the generator spot of a region. A region can only be captured when all opposing forces and buildings inside it are destroyed and when the capturing unit is close enough to the generator spot. A capture command is represented by a dark blue line on the tactical mal:
  
-{{ :en:games:ashes_of_the_singularity_attack_queue.png?400 |}}+{{ en:games:ashes_of_the_singularity_-_escalation:attack_queue.png?400 |}}
  
 Moving a unit is depicted similarly with a green line while an attack order is represented by a red line. All three kinds of commands can be queued in any order or combination. Moving a unit is depicted similarly with a green line while an attack order is represented by a red line. All three kinds of commands can be queued in any order or combination.
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 Multiple groups of units can encounter each other at any given time. This can lead to considerable numbers of units being in a certain region of the map. The game's engine provides for this functionality very well. Multiple groups of units can encounter each other at any given time. This can lead to considerable numbers of units being in a certain region of the map. The game's engine provides for this functionality very well.
  
-{{ :en:games:ashes_of_the_singularity_large_groups_engaging_each_other.jpg?600 |}}+{{ en:games:ashes_of_the_singularity_-_escalation:ashes_of_the_singularity_large_groups_engaging_each_other.jpg?600 |}}
 === Radar === === Radar ===
 In general, units have a limited range of sight. There are no cloaked or otherwise invisible units. However all units outside the range of vision are covered by the fog of war. There are two radar units and buildings of both factions, which give an impression of what is surrounding the radar unit or building. In general, units have a limited range of sight. There are no cloaked or otherwise invisible units. However all units outside the range of vision are covered by the fog of war. There are two radar units and buildings of both factions, which give an impression of what is surrounding the radar unit or building.
  
-{{ :en:games:ashes_of_the_singularity_radar_object_depiction.png?300 |}}+{{ en:games:ashes_of_the_singularity_-_escalation:radar_object_depiction.png?300 |}}
  
 The red flashy areas constantly change form slightly. They are representing units and buildings. A player can still make out the difference of actually moving units and stationary objects. Dark blue areas represent areas of the map, that are not visible by a unit but are covered by a radar. Units or buildings registered by radar are depicted on the strategic map as well as on the tactical map. The red flashy areas constantly change form slightly. They are representing units and buildings. A player can still make out the difference of actually moving units and stationary objects. Dark blue areas represent areas of the map, that are not visible by a unit but are covered by a radar. Units or buildings registered by radar are depicted on the strategic map as well as on the tactical map.
  
-{{ :en:games:ashes_of_the_singularity_radar_tactical_map.jpg?600 |}}+{{ en:games:ashes_of_the_singularity_-_escalation:radar_tactical_map.jpg?600 |}}
  
 The radar range can be increased by investing Quanta. This can make a stationary radar installation very important and powerful over time, when the range of it is increased more and more, up to the point where one radar station can cover an entire map. The radar range can be increased by investing Quanta. This can make a stationary radar installation very important and powerful over time, when the range of it is increased more and more, up to the point where one radar station can cover an entire map.
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 While the original game only uses its own folder, the //Escalation// expansion *also* uses the //Ashes of the Singularity// folder for storing campaign data. While the original game only uses its own folder, the //Escalation// expansion *also* uses the //Ashes of the Singularity// folder for storing campaign data.
 ===== List of Units ===== ===== List of Units =====
-Both factions, PHC and Substrate have similar units, although not really the same kind of units. Especially the difference between shields (Substrate) and armour (PHC) is to be mentioned. As this topic is rather extensive, you will find the information about Ashes' units in the article [[Ashes of the Singularity Escalation Units|Ashes of the Singularity: Escalation Units]].+Both factions, PHC and Substrate have similar units, although not really the same kind of units. Especially the difference between shields (Substrate) and armour (PHC) is to be mentioned. As this topic is rather extensive, you will find the information about Ashes' units in the article [[.ashes_of_the_singularity_-_escalation:units|Ashes of the Singularity: Escalation Units]].
 ===== Tech Tree ===== ===== Tech Tree =====
 The game is divided into two factions, the Post Human Coalition (PHC) and the Substrate. Both have similar but different tech trees and variations of units that fulfill specific purposes. Here is an overview of the build order/tech tree. It considers only the units and buildings from the base game with the free DLCs added on top of it. The game is divided into two factions, the Post Human Coalition (PHC) and the Substrate. Both have similar but different tech trees and variations of units that fulfill specific purposes. Here is an overview of the build order/tech tree. It considers only the units and buildings from the base game with the free DLCs added on top of it.
  
-{{ :en:games:ashes_of_the_singularity_escalation_tech_tree.png?direct&1000 |}}+{{ en:games:ashes_of_the_singularity_-_escalation:ashes_of_the_singularity_escalation_tech_tree.png?direct&1000 |}}
 ===== Dreadnought Upgrades ===== ===== Dreadnought Upgrades =====
 Dreadnoughts have different experience levels, beginning with 1 and ending at 5. The more units (not buildings!) the Dreadnought or its group or a nearby other unit/building destroys, the more experience (XP) it gets. When reaching certain amounts of experience, the dreadnought unlocks a new level which brings along certain abilities for permanent selection for this unit. The levels are unlocked when reaching the following XP points: Dreadnoughts have different experience levels, beginning with 1 and ending at 5. The more units (not buildings!) the Dreadnought or its group or a nearby other unit/building destroys, the more experience (XP) it gets. When reaching certain amounts of experience, the dreadnought unlocks a new level which brings along certain abilities for permanent selection for this unit. The levels are unlocked when reaching the following XP points:
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 The available selection of upgrades follows in the next subsections. The available selection of upgrades follows in the next subsections.
 ==== Instant Repair ==== ==== Instant Repair ====
-{{:en:games:ashes_of_the_singularity_instant_repair.png?nolink|}} {{ :en:games:ashes_of_the_singularity_instant_repair_substrate.png?nolink|}} All Dreadnoughts have the ability >>Instant Repair<<. It increases the current health points (HP) by 5000. It is described as follows: >>Single use effect, immediately restores 5000 health to the Dreadnought by deploying a cloud of short-lived nanites.<< It does however use up an upgrade slot and only restores health once. So effectively it reduces the number of permanent upgrades by one each time it is used. So it is a question of what you want to do with the Dreadnought in the future and if the unit is in danger of being destroyed, if not fixed instantly.+{{en:games:ashes_of_the_singularity_-_escalation:instant_repair.png?nolink|}} {{ en:games:ashes_of_the_singularity_-_escalation:instant_repair_substrate.png?nolink|}} All Dreadnoughts have the ability >>Instant Repair<<. It increases the current health points (HP) by 5000. It is described as follows: >>Single use effect, immediately restores 5000 health to the Dreadnought by deploying a cloud of short-lived nanites.<< It does however use up an upgrade slot and only restores health once. So effectively it reduces the number of permanent upgrades by one each time it is used. So it is a question of what you want to do with the Dreadnought in the future and if the unit is in danger of being destroyed, if not fixed instantly.
 ==== PHC ==== ==== PHC ====
 === Hyperion === === Hyperion ===
 ^ Level Step ^ Lane 1 Name ^ Symbol ^ Description ^ Lane 2 Name ^ Symbol ^ Description ^ ^ Level Step ^ Lane 1 Name ^ Symbol ^ Description ^ Lane 2 Name ^ Symbol ^ Description ^
-|  1  | Self-Sealing Hull | {{:en:games:ashes_of_the_singularity_self_sealing_hull.png?nolink|}} | Slowly repairs damage to the Dreadnought as a permanent film of repair nanites seals breaches caused by enemy weapons. | Assault Drones | {{:en:games:ashes_of_the_singularity_assault_drones.png?nolink|}} | Launches a self-replenishing swarm of offensive drones to harass any threads to the Dreadnought. | +|  1  | Self-Sealing Hull | {{en:games:ashes_of_the_singularity_-_escalation:self_sealing_hull.png?nolink|}} | Slowly repairs damage to the Dreadnought as a permanent film of repair nanites seals breaches caused by enemy weapons. | Assault Drones | {{en:games:ashes_of_the_singularity_-_escalation:assault_drones.png?nolink|}} | Launches a self-replenishing swarm of offensive drones to harass any threads to the Dreadnought. | 
-|  2  | Healing Drones | {{:en:games:ashes_of_the_singularity_healing_drones.png?nolink|}} | Launches a self-replenishing swarm of hull-repair drones to support the Dreadnought and its army. | Disabling Bolts | {{:en:games:ashes_of_the_singularity_disabling_bolts.png?nolink|}} | Enemies struck by the Dreadnought's weapons have a small chance of being temporarily disabled. | +|  2  | Healing Drones | {{en:games:ashes_of_the_singularity_-_escalation:healing_drones.png?nolink|}} | Launches a self-replenishing swarm of hull-repair drones to support the Dreadnought and its army. | Disabling Bolts | {{en:games:ashes_of_the_singularity_-_escalation:disabling_bolts.png?nolink|}} | Enemies struck by the Dreadnought's weapons have a small chance of being temporarily disabled. | 
-|  3  | Durantium Armor | {{:en:games:ashes_of_the_singularity_durantium_armor.png?nolink|}} | Increases Armor by 20% with a permanent coat of extra-hard Durantium alloy. | Overload Engines | {{:en:games:ashes_of_the_singularity_overload_engines.png?nolink|}} | Increases entire army's speed by 20% by dynamically evaluating reactor containment tolerances. |+|  3  | Durantium Armor | {{en:games:ashes_of_the_singularity_-_escalation:durantium_armor.png?nolink|}} | Increases Armor by 20% with a permanent coat of extra-hard Durantium alloy. | Overload Engines | {{en:games:ashes_of_the_singularity_-_escalation:overload_engines.png?nolink|}} | Increases entire army's speed by 20% by dynamically evaluating reactor containment tolerances. |
 === Cronus === === Cronus ===
 ^ Level Step ^ Lane 1 Name ^ Symbol ^ Description ^ Lane 2 Name ^ Symbol ^ Description ^ ^ Level Step ^ Lane 1 Name ^ Symbol ^ Description ^ Lane 2 Name ^ Symbol ^ Description ^
-|  1  | Orion Cascade | {{:en:games:ashes_of_the_singularity_orion_cascade.png?nolink|}} | Long recharge, adds a super-long-range missile battery to the Dreadnought that rains down terrifying streams of death from above. | Death Blossom | {{:en:games:ashes_of_the_singularity_death_blossom.png?nolink|}} | Long recharge, adds an emergency short-range targeting protocol to the Dreadnought's weapon systems which obliterates encroaching enemies. | +|  1  | Orion Cascade | {{en:games:ashes_of_the_singularity_-_escalation:orion_cascade.png?nolink|}} | Long recharge, adds a super-long-range missile battery to the Dreadnought that rains down terrifying streams of death from above. | Death Blossom | {{en:games:ashes_of_the_singularity_-_escalation:death_blossom.png?nolink|}} | Long recharge, adds an emergency short-range targeting protocol to the Dreadnought's weapon systems which obliterates encroaching enemies. | 
-|  2  | Armor Piercing Rounds | {{:en:games:ashes_of_the_singularity_armor_piercing_rounds.png?nolink|}} | Infuses the entire army's weapons with 40% armor-piercing capabilities. | Radar | {{:en:games:ashes_of_the_singularity_radar.png?nolink|}} | Grants the Dreadnought a radar module. | +|  2  | Armor Piercing Rounds | {{en:games:ashes_of_the_singularity_-_escalation:armor_piercing_rounds.png?nolink|}} | Infuses the entire army's weapons with 40% armor-piercing capabilities. | Radar | {{en:games:ashes_of_the_singularity_-_escalation:radar.png?nolink|}} | Grants the Dreadnought a radar module. | 
-|  3  | Subsonic Demolisher | {{:en:games:ashes_of_the_singularity_subsonic_demolisher.png?nolink|}} | Adds a sonic anti-structure module to the Dreadnought capable of massive damage to all buildings in an area. | Ionic Rangefinder | {{:en:games:ashes_of_the_singularity_ionic_rangefinder.png?nolink|}} | Grants the entire army an additional 10% attack range with centralized targeting routines. |+|  3  | Subsonic Demolisher | {{en:games:ashes_of_the_singularity_-_escalation:subsonic_demolisher.png?nolink|}} | Adds a sonic anti-structure module to the Dreadnought capable of massive damage to all buildings in an area. | Ionic Rangefinder | {{en:games:ashes_of_the_singularity_-_escalation:ionic_rangefinder.png?nolink|}} | Grants the entire army an additional 10% attack range with centralized targeting routines. |
 === Prometheus === === Prometheus ===
 ^ Level Step ^ Lane 1 Name ^ Symbol ^ Description ^ Lane 2 Name ^ Symbol ^ Description ^ ^ Level Step ^ Lane 1 Name ^ Symbol ^ Description ^ Lane 2 Name ^ Symbol ^ Description ^
-|  1  | Draining Beams | {{:en:games:ashes_of_the_singularity_draining_beams.png?nolink|}} | Adds two health-draining beam modules to the Dreadnought. Their experimental nature only allows them to target enemy Dreadnoughts and Juggernauts. | Main Battery Overload | {{:en:games:ashes_of_the_singularity_main_battery_overload.png?nolink|}} | Long recharge, adds a slow-recharge alternate firing mode to the Dreadnought's main cannon that shreds all but the hardest targets in a single activation. | +|  1  | Draining Beams | {{en:games:ashes_of_the_singularity_-_escalation:draining_beams.png?nolink|}} | Adds two health-draining beam modules to the Dreadnought. Their experimental nature only allows them to target enemy Dreadnoughts and Juggernauts. | Main Battery Overload | {{en:games:ashes_of_the_singularity_-_escalation:main_battery_overload.png?nolink|}} | Long recharge, adds a slow-recharge alternate firing mode to the Dreadnought's main cannon that shreds all but the hardest targets in a single activation. | 
-|  2  | Precision | {{:en:games:ashes_of_the_singularity_precision.png?nolink|}} | Boosts the entire army's damage against Dreadnought and Juggernaut class enemies by 20% thanks to advanced superstructure analysis. | Annihilate | {{:en:games:ashes_of_the_singularity_annihilate.png?nolink|}} | Increases firing rate of entire army by 25% by centralizing weapon protocols within the Dreadnought's mainframe. | +|  2  | Precision | {{en:games:ashes_of_the_singularity_-_escalation:precision.png?nolink|}} | Boosts the entire army's damage against Dreadnought and Juggernaut class enemies by 20% thanks to advanced superstructure analysis. | Annihilate | {{en:games:ashes_of_the_singularity_-_escalation:annihilate.png?nolink|}} | Increases firing rate of entire army by 25% by centralizing weapon protocols within the Dreadnought's mainframe. | 
-|  3  | Durantium Armor | {{:en:games:ashes_of_the_singularity_durantium_armor.png?nolink|}} | Increases armor by 20% with a permanent coat of extra-hard Durantium alloy. | Substructure Reinforcement | {{:en:games:ashes_of_the_singularity_substructure_reinforcement.png?nolink|}} | Grants the entire army additional hit points by injecting preframulated amulite into the support structures. |+|  3  | Durantium Armor | {{en:games:ashes_of_the_singularity_-_escalation:durantium_armor.png?nolink|}} | Increases armor by 20% with a permanent coat of extra-hard Durantium alloy. | Substructure Reinforcement | {{en:games:ashes_of_the_singularity_-_escalation:substructure_reinforcement.png?nolink|}} | Grants the entire army additional hit points by injecting preframulated amulite into the support structures. |
 ==== Substrate ==== ==== Substrate ====
 === Retributor === === Retributor ===
 ^ Level Step ^ Lane 1 Name ^ Symbol ^ Description ^ Lane 2 Name ^ Symbol ^ Description ^ ^ Level Step ^ Lane 1 Name ^ Symbol ^ Description ^ Lane 2 Name ^ Symbol ^ Description ^
-|  1  | Backup Generator | {{:en:games:ashes_of_the_singularity_backup_generator.png?nolink|}} | Increases maximum shield capacity by 50% with an auxiliary reactor. | Targeting Computer | {{:en:games:ashes_of_the_singularity_targeting_computer.png?nolink|}} | Increases the entire army's rate of fire by 25% by slaving lesser units' targeting routines to the Dreadnought. | +|  1  | Backup Generator | {{en:games:ashes_of_the_singularity_-_escalation:backup_generator.png?nolink|}} | Increases maximum shield capacity by 50% with an auxiliary reactor. | Targeting Computer | {{en:games:ashes_of_the_singularity_-_escalation:targeting_computer.png?nolink|}} | Increases the entire army's rate of fire by 25% by slaving lesser units' targeting routines to the Dreadnought. | 
-|  2  | Nano-Reinforced Armor | {{:en:games:ashes_of_the_singularity_nano_reinforced_armor.png?nolink|}} | Adds heavy armor (+20% armor) to the Dreadnought reinforcing the hull on the molecular level.| Energy Transfer | {{:en:games:ashes_of_the_singularity_energy_transfer.png?nolink|}} | Strengthens the entire army's damage by 10% by applying theoretical physics principles to all weapon systems. | +|  2  | Nano-Reinforced Armor | {{en:games:ashes_of_the_singularity_-_escalation:nano_reinforced_armor.png?nolink|}} | Adds heavy armor (+20% armor) to the Dreadnought reinforcing the hull on the molecular level.| Energy Transfer | {{en:games:ashes_of_the_singularity_-_escalation:energy_transfer.png?nolink|}} | Strengthens the entire army's damage by 10% by applying theoretical physics principles to all weapon systems. | 
-|  3  | Havoc | {{:en:games:ashes_of_the_singularity_havoc.png?nolink|}} | Long recharge, emergency weapons protocol lets the Dreadnought overcharge its weapons in a terrible display of power. | Inertial Dampeners | {{:en:games:ashes_of_the_singularity_inertial_dampeners.png?nolink|}} | Speeds the entire army's movement by 20% by increasing stress tolerance of hull superstructures. |+|  3  | Havoc | {{en:games:ashes_of_the_singularity_-_escalation:havoc.png?nolink|}} | Long recharge, emergency weapons protocol lets the Dreadnought overcharge its weapons in a terrible display of power. | Inertial Dampeners | {{en:games:ashes_of_the_singularity_-_escalation:inertial_dampeners.png?nolink|}} | Speeds the entire army's movement by 20% by increasing stress tolerance of hull superstructures. |
  
 === Overmind === === Overmind ===
 ^ Level Step ^ Lane 1 Name ^ Symbol ^ Description ^ Lane 2 Name ^ Symbol ^ Description ^ ^ Level Step ^ Lane 1 Name ^ Symbol ^ Description ^ Lane 2 Name ^ Symbol ^ Description ^
-|  1  | Additional Drone Squadron | {{:en:games:ashes_of_the_singularity_additional_drone_squadron.png?nolink|}} | Gives the Dreadnought another drone squadron with the addition of a secondary launch bay. | Shield Projector | {{:en:games:ashes_of_the_singularity_shield_projector.png?nolink|}} | Adds a module that allows the Dreadnought to quickly refill the army's shields with an energy pulse. | +|  1  | Additional Drone Squadron | {{en:games:ashes_of_the_singularity_-_escalation:additional_drone_squadron.png?nolink|}} | Gives the Dreadnought another drone squadron with the addition of a secondary launch bay. | Shield Projector | {{en:games:ashes_of_the_singularity_-_escalation:shield_projector.png?nolink|}} | Adds a module that allows the Dreadnought to quickly refill the army's shields with an energy pulse. | 
-|  2  | Durantium Armor | {{:en:games:ashes_of_the_singularity_durantium_armor_substrate.png?nolink|}} | Increases Armor by 20% with a permanent coat of extra-hard Durantium alloy. | Static Charge | {{:en:games:ashes_of_the_singularity_static_charge.png?nolink|}} | Long recharge, interrupts all nearby enemy weapons and propulsion systems with a pulse of disabling radation. | +|  2  | Durantium Armor | {{en:games:ashes_of_the_singularity_-_escalation:durantium_armor_substrate.png?nolink|}} | Increases Armor by 20% with a permanent coat of extra-hard Durantium alloy. | Static Charge | {{en:games:ashes_of_the_singularity_-_escalation:static_charge.png?nolink|}} | Long recharge, interrupts all nearby enemy weapons and propulsion systems with a pulse of disabling radation. | 
-|  3  | Drone Factory | {{:en:games:ashes_of_the_singularity_drone_factory.png?nolink|}} | Cuts the Dreadnought's drone respawn time in half with advanced nanoconstruction techniques. | Shield Amplifier | {{:en:games:ashes_of_the_singularity_shield_amplifier.png?nolink|}} | Doubles the Dreadnought's shield recharge rate with advanced reactor design. |+|  3  | Drone Factory | {{en:games:ashes_of_the_singularity_-_escalation:drone_factory.png?nolink|}} | Cuts the Dreadnought's drone respawn time in half with advanced nanoconstruction techniques. | Shield Amplifier | {{en:games:ashes_of_the_singularity_-_escalation:shield_amplifier.png?nolink|}} | Doubles the Dreadnought's shield recharge rate with advanced reactor design. |
  
 === Savager === === Savager ===
 ^ Level Step ^ Lane 1 Name ^ Symbol ^ Description ^ Lane 2 Name ^ Symbol ^ Description ^ ^ Level Step ^ Lane 1 Name ^ Symbol ^ Description ^ Lane 2 Name ^ Symbol ^ Description ^
-|  1  | Maneuvering Thrusters | {{:en:games:ashes_of_the_singularity_maneuvering_thrusters.png?nolink|}} | Doubles the Dreadnought's rotation speed by using additional lateral thrusters. | Shield Amplifier | {{:en:games:ashes_of_the_singularity_shield_amplifier.png?nolink|}} | Doubles the Dreadnought's shield recharge rate with advanced reactor design. | +|  1  | Maneuvering Thrusters | {{en:games:ashes_of_the_singularity_-_escalation:maneuvering_thrusters.png?nolink|}} | Doubles the Dreadnought's rotation speed by using additional lateral thrusters. | Shield Amplifier | {{en:games:ashes_of_the_singularity_-_escalation:shield_amplifier.png?nolink|}} | Doubles the Dreadnought's shield recharge rate with advanced reactor design. | 
-|  2  | Sky Scour | {{:en:games:ashes_of_the_singularity_sky_scour.png?nolink|}} | Unlocks power anti-air beams effective against heavy air units. | Impenetrable Armor | {{:en:games:ashes_of_the_singularity_impenetrable_armor.png?nolink|}} | Reinforces the Dreadnought with super-heavy armor (+20% armor) by adding ablative Durantium plating beneath its outer hull. | +|  2  | Sky Scour | {{en:games:ashes_of_the_singularity_-_escalation:sky_scour.png?nolink|}} | Unlocks power anti-air beams effective against heavy air units. | Impenetrable Armor | {{en:games:ashes_of_the_singularity_-_escalation:impenetrable_armor.png?nolink|}} | Reinforces the Dreadnought with super-heavy armor (+20% armor) by adding ablative Durantium plating beneath its outer hull. | 
-|  3  | Demolish | {{:en:games:ashes_of_the_singularity_demolish.png?nolink|}} | Increases the Dreadnought's damage against structures by 50% by employing battle-adjusted targeting data. | Executioner | {{:en:games:ashes_of_the_singularity_executioner.png?nolink|}} | Modulates the Dreadnought's main armament into an unrivaled destructive force. |+|  3  | Demolish | {{en:games:ashes_of_the_singularity_-_escalation:demolish.png?nolink|}} | Increases the Dreadnought's damage against structures by 50% by employing battle-adjusted targeting data. | Executioner | {{en:games:ashes_of_the_singularity_-_escalation:executioner.png?nolink|}} | Modulates the Dreadnought's main armament into an unrivaled destructive force. |
  
 ===== Known Problems ===== ===== Known Problems =====
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 Although the game certainly has been build to work with large numbers of units and showing decent graphics, the stability still leaves something to be desired. Crashes are rather frequent. One out of three matches crashing is definitely not unheard of. This goes for multiplayer, replays and single player alike. There is not a lot you can do about it. Of course your system must be solid by itself. The game is rather demanding on the hardware and especially overclocking and other destabilizing measures will tend to be a bigger problem for this game, than for others. Especially your air flow should be sufficient to get a fully running system cooled enough, as the system will be put under a lot of load. But even when everything is just fine, the game has a noticeable tendency to crash for no apparent reason. Also faulty RAM is very likely to end up in crashes, as the game uses large amounts of memory. Although the game certainly has been build to work with large numbers of units and showing decent graphics, the stability still leaves something to be desired. Crashes are rather frequent. One out of three matches crashing is definitely not unheard of. This goes for multiplayer, replays and single player alike. There is not a lot you can do about it. Of course your system must be solid by itself. The game is rather demanding on the hardware and especially overclocking and other destabilizing measures will tend to be a bigger problem for this game, than for others. Especially your air flow should be sufficient to get a fully running system cooled enough, as the system will be put under a lot of load. But even when everything is just fine, the game has a noticeable tendency to crash for no apparent reason. Also faulty RAM is very likely to end up in crashes, as the game uses large amounts of memory.
  
-It is a common experience, that using the [[DirectX]] 11 interface works more reliable but on the other hand gives a lower frame rate than DX12. So if you are using DirectX 12 and experience crashes, you might want to try and use 11 instead of 12.+It is a common experience, that using the [[..:game_tech:DirectX]] 11 interface works more reliable but on the other hand gives a lower frame rate than DX12. So if you are using DirectX 12 and experience crashes, you might want to try and use 11 instead of 12.
 ==== Online Matches Behaving Strangely ==== ==== Online Matches Behaving Strangely ====
 It is known for the Multiplayer to show strange behavior. Here are some problems that were observed: It is known for the Multiplayer to show strange behavior. Here are some problems that were observed:
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   * [[https://www.youtube.com/watch?v=nlSnHB2xbDg|Ashes of the Singularity Escalation - Beginner Tutorial for Substrate: Skirmish/multiplayer guide]]   * [[https://www.youtube.com/watch?v=nlSnHB2xbDg|Ashes of the Singularity Escalation - Beginner Tutorial for Substrate: Skirmish/multiplayer guide]]
 ===== See also ===== ===== See also =====
-  * [[Ashes of the Singularity Escalation Units|Ashes of the Singularity: Escalation Units]]+  * [[.ashes_of_the_singularity_-_escalation:units|Ashes of the Singularity: Escalation Units]]
   * [[Total Annihilation mechanics#Games with TA mechanics]]   * [[Total Annihilation mechanics#Games with TA mechanics]]
  
-[[games database|Back to the games database]]+[[..:games_database|Back to the games database]]
en/games/ashes_of_the_singularity_-_escalation.1648243547.txt.gz · Last modified: 2022-03-25-22-25 by 7saturn

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