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Who is going to crack first?



<span class="bold">Ashes of the Singularity - Turtle Wars</span>, a collection of new scenarios and maps full of defensive opportunities, is available now, DRM-free on GOG.com with GOG Galaxy support for achievements and multiplayer.

Feel the power of turtling! War is not just about going out guns blazing but also about defending your position, building effective fortifications, and holding off the enemies banging at your gates. This DLC adds four new gameplay scenarios, including Eruption, where you must use limited resources and defensive tactics to regain the advantage in battle, and Turtle Wars, an intense siege mode where you must survive the relentless waves of enemy frigates. Coupled with four new maps that let you further explore your ability to outlast your opponents or exploit the cracks in their defenses, Turtle Wars is the ultimate package for those seeking to diversify their playstyle and take on new challenges.



Go on the defensive and get ready for some intense, highly strategic <span class="bold">Turtle Wars</span>, DRM-free on GOG.com.
I still have yet to buy the base game! But it's on my wishlist... already spent too much this sale though.
I was going to buy Ashes for my summer vacation but all these DLCs have made me wait for a Complete Edition in a year or two. I don't like buying incomplete games.
Bought the base game in the sale but its bare bone without the dlc. Will wait for 50% on dlc. The price for it is ridiciolous eitherway.

And two upcoming factions will probably also be dlc as its normal with Stardock. They are getting worse then Paradox with dlc spam. Glad I got the game discounted since it lacks content. Looking at it its just another early access game.
Post edited June 16, 2016 by Matruchus
There I was expecting giant turtles with laser turrets mounted on their shells, duking it out. .. I'm disappointed.
Meh, I was hoping for bubbles and generators, not one kinda-interesting map. I've held off on Ashes so far because it's so focused on ground control, really doesn't sound like they're making a lot of headway. SupCom was glorious because you could not only choose to play offensively or defensively, but use a variety of actual strategies when doing so.
I was interested when it mentioned turtle strategy options; then I read up on the base game.
No walls, no shields; you probably won't even be able to do the firestorm tactic from dark reign that created a no mans land from artillery bombardment.
Just because you make a map with chokepoints, doesn't make the game focused on turtling.
Instead it just makes the game less focused on overall territory control micro management.
AI does territory control better as can be proven in a game like supreme commander when you flip between normal speed and 90% speed.
The speed at which commands are given, not the strategy determines victory in such a game.

If you want a good turtle game i recommend Earth 2160, though it doesn't have balance right you can wall & tower your way to victory and though it's a one time only thing you can possibly defeat it using a light cheap force as a distraction while you teleport in your main force directly into the heart of the base.
The AI is horrible in it, but it is a superior 'style' of rts due to it's encouragement in using tactics & overall strategy in it's gameplay; unlike modern spam time strategies (S.T.S.'s) used as a cover for extremely poor investment in AI.

That's right modern S.T.S.'s relly on two things so that gaming companies do not have to invest in costly AI improvements.
The first is overwhelming the human ability to micromanage and has many facets from unintuitive unit grouping/pathfinding, spread out user interface as a constraint, hard to access build order templating, tying gameplay to spread out elements such as worked resources (territory control requirement), static defenses not being effective due to range (defence line erosion) and generally speaking minimal unit ai (units not shooting when things are in range or a restriction on defend area commands).
Second to this is handicap cheating, because the ai is so pitiful compared to an actually adaptive human player games allow ai exploits.
In Warcraft 3 this was twofold in that units that were damage would automatically flee from damage faster than a human could click and move them creating an attrition penalty on non-ai players, and secondly with large bonuses to resources.
If you want to show how woefully inept the ai is in that game do a player adaption cheat in Warcraft 3; play as elves and instead of using standard units use buildings as units allowing you to breach the unit cap; a normal player would recognise this in the first major skirmish and build building destroyers on mass, but the ai doesn't recognise them as a core part of the army.

If you don't properly make a game from scratch to enable humans to turtle (base game) it means your ai isn't up to scratch; and while it is possible to program better ai and patch it in the ui elements for example never are radically changed by companies historically.
So nice try AotS:TW to try and cash in on a particular niche (methodical rts players), too bad you just didn't understand what it required.