Aurora 4x

New Players => The Academy => Topic started by: BlackMamba on April 26, 2013, 05:39:11 AM

Title: Problem with AMM-combat
Post by: BlackMamba on April 26, 2013, 05:39:11 AM
Hi,
I just started the first combat using AMM-ships with small missiles for point defense and ASM-ships with large one.
I managed to get the point defense work, kinda. . . but i struggle with the small increaments.

Basicly point defense works automaticly now, but the game pauses whenever I detect new incoming missiles or when I start a new round of my AMM, I don't know which causes the pause. 

Is there a way to increase the increment time to like 2-5min, because right now it's 25 seconds and I have to manually click the next increment time.  Auto turns doesn't help and increasing sub-pukse length doesn't work either.  :(

Thanks for your help,
BM
Title: Re: Problem with AMM-combat
Post by: Charlie Beeler on April 26, 2013, 07:41:02 AM
Actually the game is functioning as designed.  The interupts you're seeing are intented to allow players the chance to analyse and make orders changes.  If I recall correctly, you can disable the events messages, but the interupts will still occur.
Title: Re: Problem with AMM-combat
Post by: BlackMamba on April 26, 2013, 03:39:37 PM
Okay, I see.
Well, seems like battles can really take a long time. . .  :)
Title: Re: Problem with AMM-combat
Post by: Panopticon on April 26, 2013, 03:56:16 PM
Yup, they do.
Title: Re: Problem with AMM-combat
Post by: Varee on April 26, 2013, 06:49:08 PM
If you really want to fast forward you can use autoturn and min inc. to forc the game to run a few time before it stop
Title: Re: Problem with AMM-combat
Post by: s20dan on April 28, 2013, 11:49:31 AM
You can build ASMs with a larger range than your enemy has then you can launch them earlier,  cease fire and skip time ahead with no problems.  Depending on relative tech levels this will either work really well, or hardly at all.