oh, forgot to put this in. i am not a fan of the tile announcment. the reason being it just adds too much more to the games speach output and slows down the turns if there could be a way to rid of it or turn it off that would be great, i notice 30 second pauses every once in a while. austen On 12/23/12, Austen Perry <austentheaxewielder@xxxxxxxxx> wrote: > yay my enemy ships actualy attack now! > i'm so happy lol. > you fixed the main bug that was putting me down lol, now the enemy > actualy fights and kicks my but sometimes lol. > now that i see them using there skills much better its pretty cool to see. > i got slaughtered! > one thing i found is that enemy ships where trying to summon mines > units on tiles with my units, and it was giving an error that said > like the enemy was summoning a mine on a used tile or something. > probably should fix that its happened before but not sure where. > for testing in my maps, use episode 2, and 1 hold controll down till > you hear a couple shield sounds, or delete all the mines from the text > document otherwise you'll hear a bunch of movements, it only happens > the first turn > awesomeness on the bug fix though, ra lol what a great day its made > > On 12/23/12, Carlos Macintosh <sleepio1@xxxxxxxxxxx> wrote: >> well, the bug where units didn't move was fixed. I think you can no >> longer >> use open door on enemy units to stop them from doing anything. I have >> just >> tested it and the AI is a lot smarter. Eddy uses attack hen his bullets >> run >> >> out. Good job on the fixes Ian! >> >> >> >