![]() ![]() Also, they completely break whenever you change the game speed to x8. Again, display instructions, if cleared or replace in a small interval of time, tend to either vanish or get stuck for some reason. "Head" objects - along with plenty of other other/GAIA objects as well - has a very bizarre hitbox (totally out of place), and simply vanishing whenever any kind of object is created under it (even in game, such as creating a hawk near it for explosion effects). It's not gonna return to the original value for some reason - it's gonna be slightly slower). you change the speed of a unit with +2, and then with -2. "Change speed" effect is presenting some inconsistencies (eg. Display instructions WITH songs get completely broken for some reason (as if it was not broken enough already). (the only possible fix is to, every single time you create any "play sound" effects, you gotta find a text effect and select "" songs on the list. Whenever you select a "play sound" effect, every single next "display instruction" or "send chat" effect you click WILL automatically be selected to play that same file as well. With its current state, it is a complete nightmare to design any sort of map. If you're still even reading these comments - I have a request. Ranged units in ranged only mode follow enemy units the same (bugged) way like unity in defensive mode. They either walk the patrol route or stand and shoot. Units should not follow any enemy at all, not even short distances. If the short following distance pulls the patroling unit into the range of another enemy, or, if multiple units triggered the patroling unit, they follow them almost forever.ĭefensive patroling works as expected/intended if there is only 1 enemy that triggers aggression, and this enemy gets killed or exceeds the range, without any other enemy unit re-triggering aggression. It does so only if the short following path did not pull the unit into the range of another enemy unit or building.īuggy actual behaviour in defensive mode: When patroling, a defensive unit should return to the its patrol route after the same range it does when simply standing. When sending a unit in defending or range mode on patrol, this unit may follow an enemy farer than expected/intended when there are more than 1 enemies that triggered the units aggression. ![]()
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