Austen, not sure what the 30 second pauses would be. That definitely should not be from the coordinate announcement. I had someone specifically ask for the coordinate announcement so the solution will be to have an option to turn it off in game.
If you figure out what is causing the 30 seconds of pausing I'd like to know. It's not the SAPI voice you're using is it?
Ian Reed On 12/23/2012 10:45 PM, Austen Perry wrote:
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!