General > Discussion
PHALANX base design
H-Hour:
--- Quote from: GPS51 on March 06, 2013, 07:51:27 am ---That and more then 2 smoke grenades showing up when thrown (now where is the 3rd one?) :P
--- End quote ---
The number of spawned particles was reduced significantly a while ago. I can now get 5-6 smoke grenades out without losing any of the smoke particles.
GPS51:
Warning :delete this post when done with. I can only get 2 full smoke nades + 2 tiles no matter how many i throw (a must in late game pb rifle sniping situations) I have used the "fix" in the forums and use the latest build. Is there a setting in the options menu I should adjust?
H-Hour:
If you use the latest build you should not use the "fix" in the forums or you will be overwriting the changes with the old version.
homunculus:
--- Quote from: GPS51 on March 01, 2013, 07:49:46 pm ---[...] For goodness sakes, the production workshops shouldn't even have doors to the outside world. [...]
--- End quote ---
As far as I remember, they didn't have doors in the past, but then, as smoking was prohibited inside, the trade union demanded that they added the doors for the workers.
Adding some weird looking civilians with move 0 as some breakable things in command center and antimatter storage has been suggested before, but perhaps the devs have a better plan and try to avoid such temporary hacks.
About pathfinding, that sounds like it might be a non-trivial problem. I am wondering how difficult would it be to make aliens not know the location of humans unless they see them, or at least not try to move towards humans (but move randomly) unless they can reach them in a few turns? I have read some alien aggressiveness setting being mentioned in the forum, but no idea where it could be found to try lower aggressiveness which might alleviate the problem of getting stuck.
Navigation
[0] Message Index
[*] Previous page
Go to full version