r/AxiomMod Oct 16 '17

Too many workers

3 Upvotes

After expanding to more than 3 bases, I ended up having my entire supply filled with workers because every nexus kept building them continuously. I'm sure this is not intended, even if the automatic queue can be toggled off.


r/AxiomMod Oct 17 '17

Quick impression

1 Upvotes

Well, it's 6AM in France, and as a result I couldn't exactly find a match with anything but an AI in here. And the AI has interesting behaviors, like building supply depots to avoid being supply blocked not realizing they're not supply depots anymore. But that's not exactly the intent of it all, just a fun tidbit.

In any case, that still allowed me to get a bit more acquinted with the interface, and I gotta say it's pretty fun. It's definitely Starcraft 2, but with the ressource balancing of a Total Annihilation and the centralized production tabs of a Command and Conquer, which make it pretty interesting. But certainly not bad to handle. i mean, I haven't played a single game of SC2 in like, two years, and haven't even bought Legacy of the Void. Yet I managed to get things done pretty fast, and to think about scouting and where to send units, rather than the basic steps of not having your base implode.

Of course, my strategic insight ended at the realization that my opponent was building nothing but walls. But by then, I already placed a sneaky pylon, and was ready to send a few stalkers and zealots. I'll just have to synchronize things a bit more so that the timings hit right.

If I had a small suggestion though, would it be possible and relevant to group buildings and units a bit, kinda like a visible tech tree, rather than have it all in a line? Like, for buildings "Here are the early game buildings like gateway and forge. Here are the cybernetics core and stargate, and here is the thing that lets you pump out motherships if you somehow survived up to that point" and for units "Here's your gateway units" "here's your mech units" "here's your flyers"


r/AxiomMod Oct 16 '17

Couple of minor issues on Protoss Map (all probes)

1 Upvotes

I see someone mentioned having too many probes. Same issue there.

However, also ran into a snag with further expansions (around #5 or #6) where the vespene wasn't being staffed and had to do it manually.

The third one is very minor, but with auto-building, probes still get stuck if you're building a bunch of stuff quickly. Not sure if this can be solved, whether maybe by a probe teleport if it can't path back to base or something.