Perhaps it would be better to collect all "player decision/notification events" (colonization, hero hiring, technology researched, combat initiation) at the end of the turn, have the player act on them whithout "the clock running"and accept the minor hit that any fleet which hits a decision point is "frozen" for the rest of the turn and might loose some residual movement. combat initiation elsewhere while a ship/fleet is transiting a wormhole) which the game currently does not handle well. ![]() ![]() it my by the slowest way travel as most of your travel is in system. Colonies that build Shipyard facilities will also have the ability to construct ships larger than frigates. The savings in machine and labor costs translate directly into higher production. It is far easier to maneuver large ship components into position in Zero Gravity than it is on the ground. In essence the turn is a chunk of real time execution and things are happening not just at different times during turn execution but aso sometimes simultaneously (e.g. Where are The star gates from system to system or the star gates like in 'X3: Terran Conflict' it was a surprise it was not in the game at launch. Orbital Shipyard (Building) Orbital Shipyards provide efficient facilities for ship construction. ![]() I think this bug is part of the larger problem of turn resolution that is also suppressing hero notifications (said to be fixed in the next patch) currently and is responsible for the "messy" turn if you have colonisation decisions. PoczÄ…tkowo opublikowane przez tbrsim:It is still happening, just got a colonizer stuck in mid-wormhole transit when one of my fleets was intercepted by Remnants during turn resolution.
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