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-   -   Making simeultaneous moves easier (http://forum.shrapnelgames.com/showthread.php?t=5142)

derb February 25th, 2002 08:05 PM

Making simeultaneous moves easier
 
There should be a "auto colonize breathable worlds in newly explored sectors" command so exploring colony ships don't halt each time they go through a warp point. Similarly you could have an "auto-attack enemy worlds" for exploring attack ships...

Phoenix-D February 25th, 2002 11:00 PM

Re: Making simeultaneous moves easier
 
You can turn off the halting in empire options..

Phoenix-D

derb February 26th, 2002 12:13 PM

Re: Making simeultaneous moves easier
 
The halting isn't the problem - the problem is that if a system is unexplored you don't know what to send your ships to. They can see what is in a system halfway through a turn but can't act on it until your next turn!

Growltigga February 26th, 2002 04:41 PM

Re: Making simeultaneous moves easier
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by derb:
The halting isn't the problem - the problem is that if a system is unexplored you don't know what to send your ships to. They can see what is in a system halfway through a turn but can't act on it until your next turn!<hr></blockquote>

I don't really think this is worth modding in. The point is that I wouldn't have thought you would want your ship to assault the whatever enemy forces they come across - isn't it better to get a chance to check before you potentially get whomped?

Suicide Junkie February 26th, 2002 05:30 PM

Re: Making simeultaneous moves easier
 
What you can do, is give orders for your ship to duck in, and immediately leavy to go explore another warppoint.
No wasted time there, and there's less chance of someone in that system noticing you.


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