Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Edit: Its unplayable at least for me now, because of this issue, pathfinding in EAW is, let 's put it lightly, bad, but now it actievely is fighting against you when you try to attack specific targets. Do you want to attack shield generator on this providence class? No problemo! Admiral do a barell roll and turn the ships away and to the other corner of the map! xD
Nothing changed regarding pathfinding so how this happened is a bit of a mystery. I'll look into it.
I've also noticed that sometimes the pathfinding can't seem to make up its mind after giving an attack order, sometimes the green lines will be wiggling around like a snake without a head
I would usually send the group to attack-move where I want it to go, and when it's in range I give the attack order - most of them stop moving, look turn towards the target and focus fire on it.
I believe path finding and other AI scripts of that type are going to be adjusted for the SCO coming in Remake 5.0, until then all we can do is wait. I won't be porting the SCO here, but I will port over useful parts from 5.0 like these AI scripts. The most I could do is disable detection of other units, and allow ships to clip through each other.
- Added missing shaders.meg - should help with issue of bright green planets, Death Star and Executor.
- A variant of the complete map, "FreeTech" has been added, where automatic tech level advancement is disabled and the player controls the tech level.
- Liberation turret behaviour and HTL fire rate fixed.
- Battlegroup Command garrisons now match their tooltips.
- Player income bonus increased from 6000 to 8000.
- Praetor build conditions fixed.
Thanks for all your support in keeping this all up to date, you're doing a great job @BigCheese256
you are right, guess its time to play some other facton... :(