Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Honestly, I'd be perfectly OK with massive lag spikes if the game is running at high time compression. If speeding things up is toomuch for the CPU to handle, then... don't speed them up.
When I send guys out to intercept raiders, often the raiders just run right by them, and then it becomes very hard for the original interceptors to catch up. This isn't too much of an issue with ancients, since any raider armies will get mauled by whatever random void woken happen to be standing around in the base, but it makes it hard to organize fights, unless you know exactly where the raiders are going to go and station defenders there ahead of time.
Would it make sense to force the pathfinding to run immediately when certain orders are issued, such as move and attack? It would make the gameplay more intuitive if units issued an attack order would actually go and attack, rather than scratching their heads for a moment while a party of 20 raiders walks by one tile over and below them and enters the main base.