So, the combat move needs to be resolved before another move can be done. When one move is being processed, the rest stop, because they are in a queue, not truly simultaneous, which you would find in a rts. Moves include everything, from simply selecting a stack or a city, to clicking on the map etc. ![]() More pointedly, the game architecture, for lack of a better way to describe it (I'm not a developer or a programmer, so my explanation may lack the technical details, but I will try anyway,) doesn't exactly facilitate this.īasically, every "move" on the strategic map is put into a queue. With regards to Endless Legend, superficially it looks like a good solution, until you dig into its combat system, and realise it is.execrable. This is very unfortunate for us, as the Planetfall looks really awesome and we would love to play it. We've also refunded AoW 3 right at the moment we learned the sim-turns work this way there. We are now used to the luxury of sim-turns coop, but we won't buy the game unless this annoying feature gets removed. My friends and I need a 4X alternative to play coop vs AI. ![]() ![]() Originally posted by this still the case? Does anyone know if the devs are planning to change it to the logical way, like it's done in MMH 5 or Endless Legend?
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