Decoy Posted June 20, 2014 Share Posted June 20, 2014 After spending quite some time with the game I have to say the most annyoing part is hidden movement. The larger the UFOs get, the longer you have to stare at that screen. It's really a pain in the ass. I fear this will never change, but honestly I thought 2014 more was possible than having to wait one minute every round for the CPU to make its turn. This, together with the the UFO waves which are exactly the same to click over and over again, drive me insane if I play the game more than an hour. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 20, 2014 Share Posted June 20, 2014 I can recommend this tiny mod to avoid staring at the Hidden Movement screen during alien turns. Won't reduce their length but might make you feel the game is flowing better: http://www.goldhawkinteractive.com/forums/showthread.php/9697-Skitso-s-Sleek-AI-turn-Mod?highlight=hidden+movement Quote Link to comment Share on other sites More sharing options...
Decoy Posted June 20, 2014 Author Share Posted June 20, 2014 Thanks, that mod definitely eases the pain a bit. Although it's certainly not a solution for the long waiting times. But I guess it's as good as it gets for this problem. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 21, 2014 Share Posted June 21, 2014 I'm not sure if this was reverted in 1.06 but you could try the following to shorten alien moves: Go into /assets/aiprops.xml and do a search for DisableMoveAnimations = "0". Change the "0" to a "1". If it's already set to "1" I'm out of ideas. Quote Link to comment Share on other sites More sharing options...
dpelectric Posted June 21, 2014 Share Posted June 21, 2014 Really? I don't understand this at all. I'm playing on a basic Gateway laptop, nothing even remotely high-end about it, and my "hidden movement" times even on massive ships are lightning-quick, I'm talking like an average of maybe 5 seconds. I've actually been extremely impressed with how fast so many calculations are being performed. This USED to be a major problem before GJ instituted all his changes around v22.6. What version are you playing? If it's current then I have to believe the problem is on your end, not the games' Quote Link to comment Share on other sites More sharing options...
quiescat Posted June 21, 2014 Share Posted June 21, 2014 not sure how relevant or helpful this will be, but once upon a time there was a civilian bug, back build 19 or something a while ago at any rate,that would lock up the game, the work around fix at the time was to just go threw your map pool and revert all the local forces and the civilians from the 2-5 range and drop them down to 0 across the board, its tedious, but some note pad ctrl-F function makes it pretty easy, this had for me at least the added bonus of speeding up the hidden movement times by a fair bit as your effectively cutting every where form 4-10 AI units out of the calculations, for me personally locals don't add any game play element worth their load time even if it is fairly minor. numberOfCivilians="0" numberOfFriendlyAI="0" is what you would be looking for, some map times are not worth the effort say all the small ones or any of the arctic ones as they don't have many civilians anyways but a few of the industrial or farm maps you might notice it more, not saying this will make or break it for you by any means just a thought massive disclaimer back up your files before you change any thing and continue at your own risk Quote Link to comment Share on other sites More sharing options...
Decoy Posted June 21, 2014 Author Share Posted June 21, 2014 Wow, thanks for all the usefull hints guys. I will play around a little with the settings and try to find out what fits best for me. Quote Link to comment Share on other sites More sharing options...
Chris Posted June 21, 2014 Share Posted June 21, 2014 Do not enable "disableMoveAnimations"! This is what causes that invulnerable / untargetable alien bug, which has to be fixed by saving and loading the game each time you encounter it. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 21, 2014 Share Posted June 21, 2014 Yes, I should have explained it comes at a cost. Guess it is a case if the benefits outweigh the negatives for the player. It's largely possible I could tolerate the untargetable alien bug if alien moves are as heavy as they used to be for me in 21 Stable (yet to advance to Carriers). Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.