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alextheo

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  1. Something must be done. Either the fauna which is not shown (e.g. shark) or the fauna which is shown (e.g. whale) should be changed to match the other. All moving animals should be treated the same. We should not rely on whether they are more useful or more decorative than others. This is subjective anyway. They are on the same level of "abstraction". Also, how can I see a whale in fog of war which I have not seen before, but when I lose vision of a shark it turns invisible in fog of war? The game needs to be somewhat realistic.
  2. To be honest I have not noticed that, but I tested the shark and it is not shown even if it has been spotted before. As soon as it goes out of vision and it enters the fog of war, it disappears.
  3. As the title suggests, Fin Whale is shown in Fog of War. Matter of fact, it is also shown when it has not be spotted before. I first came up to this bug when trying out Corinthian Isthmus scenario and then reaffirmed it on Cycladic Archipelago scenario, too. On the screenshot below you can see the whale in its first appearance on the map.
  4. @sternstaub: To clarify, I am talking about units (characters) which have voice lines, not buildings. @phosit: As long as the timer is not reset, the specific unit cannot have a voice line. Other units can. So if we have 5 units, we will need 5 timers. The timer resets to 0 with a simple countdown. Of course, the setting value is going to be small, let's say 2 seconds. It should be slightly greater than the duration of the longest possible voiceline. Optimally, we would be able to use a boolean variable instead of a timer, named, for example, "talking". While the voice line is being played, "talking" is true. As soon as the voice line ends, "talking" is false and the unit can use a voice line again (the same as before or another one). This is a definitely better approach, but I do not know if it can be implemented easily. We can dump the idea of randomness that I talked about earlier. As @sternstaub said, consistent feedback is important. But a unit should not talk over its own voice / a unit's voice lines should not overlap each other! It sounds bad and peculiar.
  5. If we issue a command to a unit before its voice line ends, the voice line will be repeated, overlapping the previous one. In my humble opinion, this is a serious audio problem as double clicks and immediate changes in decision-making are usual. The following might be a good strategy to solve it: Add a timer for every unit which is set when the unit uses a voice line. As long as the timer is not reset, the unit is silent. Upon reset, the unit has a chance of using a voice line. You get the point.
  6. Normal operation: If we move the mouse while holding the scroll wheel down, we move the camera. Bug: There is a chance we simultaneously press the right button (on accident). If we release the right button before the scroll wheel, we have a normal operation. However, if we release the scroll wheel first, the camera will keep on being moved until we press the scroll wheel again. In other words, the release of the scroll wheel is not detected while the right button is held down. This might not be a bug, but a feature, although I fail to see its practicality. It also catches a new player off-guard. I am using Microsoft's basic optical mouse and it might be the reason behind this. Unluckily, I do not have any other type of mouse to use since my Corsair Sabre Pro broke down.
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