Aurora 4x
VB6 Aurora => VB6 Mechanics => Topic started by: Kurt on May 29, 2010, 05:03:00 PM
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This isn't really a bug, so I'm posting here.
I'd really, really like the automated turn interrupt to work for all non-NPR races. Currently it seems to only work for the active non-NPR race. Unfortunately, this means that if one of the other non-NPR races has an interrupt event, the time advance doesn't stop. This usually is just a minor annoyance, but in this case it is much more problematic.
While playing with the Terrans active, I hit the time advance with the automated turns check box checked. Shortly thereafter a Zog survey ship detected an alien ship, and then came under fire, all without an interrupt occuring. Fortunately it was just a survey ship, and not a major fleet, so it could have been a lot worse.
Ideally the interrupt should work for all non-NPR races, IMO.
Kurt
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This isn't really a bug, so I'm posting here.
I'd really, really like the automated turn interrupt to work for all non-NPR races. Currently it seems to only work for the active non-NPR race. Unfortunately, this means that if one of the other non-NPR races has an interrupt event, the time advance doesn't stop. This usually is just a minor annoyance, but in this case it is much more problematic.
While playing with the Terrans active, I hit the time advance with the automated turns check box checked. Shortly thereafter a Zog survey ship detected an alien ship, and then came under fire, all without an interrupt occuring. Fortunately it was just a survey ship, and not a major fleet, so it could have been a lot worse.
Ideally the interrupt should work for all non-NPR races, IMO.
Kurt
That's how it works for v5.14. All player races generate interrupts.
Steve
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This isn't really a bug, so I'm posting here.
I'd really, really like the automated turn interrupt to work for all non-NPR races. Currently it seems to only work for the active non-NPR race. Unfortunately, this means that if one of the other non-NPR races has an interrupt event, the time advance doesn't stop. This usually is just a minor annoyance, but in this case it is much more problematic.
While playing with the Terrans active, I hit the time advance with the automated turns check box checked. Shortly thereafter a Zog survey ship detected an alien ship, and then came under fire, all without an interrupt occuring. Fortunately it was just a survey ship, and not a major fleet, so it could have been a lot worse.
Ideally the interrupt should work for all non-NPR races, IMO.
Kurt
That's how it works for v5.14. All player races generate interrupts.
Steve
SIGH! Once again caught behind the update curve!
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5.14 has other, very significant problems, however.