reaction fire changed? i wonder if it is just the amount of time units reserved or something more.
downloading dev version atm, so i'll find it out soon enough, i hope.
afaik, the reaction fire seemed to have a probability at each move the opponent made with any unit.
the ultimate pinnacle of divine prime evil here is the _probability_, which either results in extremely unrealistic _insane_ fire rate, or sometimes no reaction fire at all.
i mean, you couldn't possibly fire a 20 tu shot every time the opponent used 2 time units.
as much as the devs like to look down upon design contributions, it makes a player like me think that a better design solution at the right moment might have prevented reaction fire from being implemented in such way.
that is, of course, not the problem with ufo-ai only.
for example, i tried x-force, which was very interesting with the interrupt style reaction fire system (you could choose your action, and even move), but the system was clearly non-intuitive not to say buggy.
when aliens interrupted your turn when some of your soldiers had moved and some had not, when your turn resumed you had all your soldiers at full time units, and it looked very much like you just lost the rest of your turn.
now, design only does not create a game, coding etc is also needed, but clearly a good pseudo-code might have helped x-force a lot, what do you think? lol.