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I've read that there will be a campaign for this game (though I've not seen much of anything in the way of official confirmation on that). Is that accurate? When will we see that become a reality? Thanks.
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rathlord: I've read that there will be a campaign for this game (though I've not seen much of anything in the way of official confirmation on that). Is that accurate? When will we see that become a reality? Thanks.
They said there's something in the works, and it's even in the main menu as a future option. It's called Ascendancy Wars, and you'll find it on this pinned topic:

http://steamcommunity.com/app/228880/discussions/1/490123938434377747/

As for details, they said back in October it will take the Rise of Nations route for a campaign - a non-scripted big battle for dominance that could be played more than once without feeling stale. I'm hoping they're sticking with that, but I guess only time will tell.
Yes, the Ascendancy Wars campaign will be available when the game is released. :)
But isn't it going to be more of a tutorial? I think I remember reading somewhere that it's a short campaign that's going to teach you how to play the game.

I personally hate it when the campaign is one giant tutorial and even though you are supposed to be a military commander you are treated like a child who has to learn what each unit does. I wish there was a clear distinction between a tutorial and a proper campaign.
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phowen: But isn't it going to be more of a tutorial?
No, the tutorial is separate to Ascendancy Wars.
To give a complete answer to your question, there is a campaign in the released version of the game called "Ascendancy Wars". This campaign has 11 missions of which 3 are optional.

The campaign uses a tutorial system that's comparable to other RTS games (Such as Supcom or SC2), in that the first half of the missions you are introduced to certain units or mechanics.

For example, the first mission would compose of how to build a base and run a basic economy with a small army to kill the enemy. The fourth for example introduces air units (And air defense), which you have to use on top of skills you learned on previous missions. This culminates all the way to the second-to-last mission where you are introduced to Dreadnoughts.

During all of these missions you are required to have a reasonable-to-good understanding of the previous missions and their mechanics, as they will keep being put to the test. So while you learn about Orbital abilities in one mission, doesn't mean you can ignore air or ground forces.

This is identical to Supcom 1 (not FA where everything is already available) in that while you unlock experimentals very late in the missions (Being teased by enemies already having them!), you still need to be able to hold your ground until you can actually bring out those experimentals.

The campaign is definitely not a "It's just all a tutorial and you can steamroll through these missions". Those that are good at these type of games will beg to differ but there have been plenty of people having trouble with some of the missions (Mission 4 notably, where you try to turtle up against an almost unending onslaught.)
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Xeneonic: Those that are good at these type of games will beg to differ but there have been plenty of people having trouble with some of the missions (Mission 4 notably, where you try to turtle up against an almost unending onslaught.)
Mission 4's difficulty will be adjusted in the v1.01 patch expected in the coming days. :)
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Xeneonic: Those that are good at these type of games will beg to differ but there have been plenty of people having trouble with some of the missions (Mission 4 notably, where you try to turtle up against an almost unending onslaught.)
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Mellified_Man: Mission 4's difficulty will be adjusted in the v1.01 patch expected in the coming days. :)
I like the game but could you add some voice acting in the campaign? would be more engaging...
And damn that mission...
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Mellified_Man: Mission 4's difficulty will be adjusted in the v1.01 patch expected in the coming days. :)
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StorkV88: I like the game but could you add some voice acting in the campaign? would be more engaging...
And damn that mission...
We'll be looking at further improvements to the campaign, and appreciate the feedback. :)
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Xeneonic: Those that are good at these type of games will beg to differ but there have been plenty of people having trouble with some of the missions (Mission 4 notably, where you try to turtle up against an almost unending onslaught.)
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Mellified_Man: Mission 4's difficulty will be adjusted in the v1.01 patch expected in the coming days. :)
I'm not sure that the problem is with Mission 4's difficulty.
When I first ran the mission, I dropped the speed down one notch to 'Slow' after the first probing attack wave just to make sure make sure I could casually keep up with all the expected assaults - I couldn't and was eventually overwhelmed just before I could make enough Turinium to win.
I then tried again, and then turned the speed down as far as I could to 'Slower' so that I could micromanage every action - once again, I was overwhelmed and realized that somehow I managed to do worse than before (I was now also thinking 'Damn this is a hard mission').
Figuring that there was something I may be overlooking in my tactics, I watched a video of someone finishing the mission completely where I noticed the guy had more units in play to fight with on the first wave than I did when I micromanaged. But I did notice one important key that I did overlook - his tactics were near identical to mine (we both were following the mission script) had set his speed to 'Faster' and sometimes jumped to 'Fastest' (That's when I realized the problem!).
My next game, I upped the speed to 'Faster' and sometimes to 'Fastest', and discovered that the mission just became a cakewalk!

This led me to the realization that the mission script was running on 'real time' (just like the timer by the game speed setting) and not on 'game time', translating into you being able to have more game time (and build a bigger force) by just running the game at a faster speed.

Realizing this major flaw, I started my next mission on 'Fastest' to get a starting edge, (even though you start with the two squads that have to be used to capture at least 3-4 of the first Turinium generators required to give you enough time to build a big enough force), I got caught up spending most of my 'game time' reading and waiting for the mission dialog to slowly complete as I watched the computer generate most of it's Turinium during my dialog time where I couldn't issue commands. Needless to say, I realized that this mission needed to be started on 'Slower' so that the computer didn't get the free or extra Turinium generation time in game time, while I read and tried to click through the mission dialog. Once again a problem with 'game time' versus 'real time' only extremely highlighted by the mission dialog which prevents you from controlling anything, but the game (and AI) keeps running and killing you in the background.

To summarize, the two items that need to be fixed are...
1) Synchronize the Mission Scripts with the 'Game Time', and not 'Real Time'. Game speed shouldn't be a difficulty setting - especially when setting 'Slower' = 'Hardest' . Possible enhancement could also be to add a 'Game Time' clock in addition to the 'Real Time Lapse' clock, or even better put the Real World Time instead of the Real Time Lapse.
2) Pause the game time while the mission dialog is on the screen. There's no reason why you should be penalized (or lose a game) because you were trying to read and enjoy the story.
Post edited April 07, 2016 by rfigueras
I completed the single player campaign. Difficulty felt all over the place and winning strategy heavily depended on the specific map and about the latter I assume the mission designer intended to force players to perform certain things to win. Sorry for not having any specific/more constructive feedback on the single player campaign since I was really happy to be able to finish some of those missions. I used Slow/Slowest a lot although at Slowest there are some path finding bugs (units get stuck and don't move but they start moving at the next speed level).

Overall had fun playing the campaign and I'm looking forward to Episode 2 release, when that's released I may even go again through Episode 1 if it will receive updates and improvements. Looking forward to play a story driven campaign for the opposite side too.