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You should be able to turn off both Crisis pause and Tutorials in the menu. If some pause still appears in this condition please let me know what the action was and I can investigate.
Rewards can be collected during Crisis I think since 0.10.5. This does not include however rewards for quests which still have a crisis pending. If there's an issue in this let me know the case or send a screenshot please.
No its not a tutorial thing, there are so many actions that unpause the game...
- Closing the menu if you press Esc while the game is paused.
- Exiting the culture screen.
- Closing the build menu.
- Closing the map.
- Actually I think closing literally any screen/menu that comes up unpauses the game come to think of it.
- Tabbing out of the game, or back into the game.
- Activating ANY ability, which is REALLY the most egregious as there are times I'd like to activate my barracks ability and actually have time to use a heavy unit. As it currently works if you have auto combat on and pause the game, clicking or using the barracks ability unpauses and the auto combat will use the barracks ability charge (often on malita since I think those are prioritizes.
I could go on. I feels like nearly ever action taken in the game unpauses, and as I mentioned before it would really help if I could click and event or loot drop at the top of the screen and not unpause the game everytime.
Regarding unpause on menu switch - you are correct. Will take a look at this and try returning to the state it was prior to menu switch.
I have no idea what your talking about with combat happening while paused, that is not what I am talking about at all. Obviously it has to happen in real time otherwise the bar would never go down... so ya.
this is what i understand as fight in paused mode. If you can use pause to give yourself comfortable micromanagement of abilities during combat i'd call it 'paused combat' but probably not ideal terminology here.
You see, if I allow using barracks ability without breaking pause and boosting your unit that way, inevitably Bolster, windmill, patriotism, and all toggle abilities would have to follow this approach and not cause unpause. This would lead to combat always happening as 'pause- boost everything - use single unit - pause'. And eventually someone would argue that even unit usage might not toggle pause in case when everything else doesnt.
Which is quite different than having to micromanage in realtime (or micromanage the pause if you really need to). I'm not saying it is necessatily wrong, just that this is a quite big change in the user experience which i cannot do just casually.
What you refer to as "micro managing in real time" does not happen when I play in the game current state. Instead I have decided to just ignore nearly every building ability, even out of combat, because of how the unpausing works.
I don't understand how your example of "pause, use a single unit, unpause", is any different from how the game works currently, its just that player has to repause the game as quick as possible after each unpause.
I am NOT saying that troops should be usable while paused, because I get how that defeats the time sensitive nature of the combat and the spam click/hotkey of using troops, which also makes auto-combat more valuable. What i am trying to address is the usability of the buildings ability, not their mechanical function. Since the player CAN pause the game at anytime, the only thing unpausing it does is test their reflexes of how fast they can press spacebar after clicking BASICALY ANY BUTTON IN THE GAME to get back to pause. If this is the case, then the optimal thing to do is also press it - key 8 times to get back to 100% speed so the fewest frames pass between the game unpausing and me repausing it, and since doing so would take more time, clicks, and keystrokes than the entire combat if it was just left on auto-combat and I didn't use the abilties at all, I ignore them.