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Post by hawkeye on Mar 15, 2021 10:27:54 GMT -6
For the love of all that is holy, can you please, please, PLEASE remove the key-binding that has the spacebar advance time and confirm any pop-ups at the same time!
To count the number of times I have send squadrons back to port accidentally, you'd have to create new numbers.
P.s. my neighbors would also appreciate this, as it would cut down on my screaming in anger quite a bit.
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Post by navalperson on Mar 15, 2021 11:04:48 GMT -6
For the love of all that is holy, can you please, please, PLEASE remove the key-binding that has the spacebar advance time and confirm any pop-ups at the same time! To count the number of times I have send squadrons back to port accidentally, you'd have to create new numbers. P.s. my neighbors would also appreciate this, as it would cut down on my screaming in anger quite a bit. I would also like to add a button that just runs the clock and doesn’t stop for any new log reports because I have done that where I will be non stop pressing the space bar to just end the battle and a report or do my ships want to enter port and I would accidentally press it.
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Post by nimrod on Mar 24, 2021 10:56:31 GMT -6
For the love of all that is holy, can you please, please, PLEASE remove the key-binding that has the spacebar advance time and confirm any pop-ups at the same time! To count the number of times I have send squadrons back to port accidentally, you'd have to create new numbers. P.s. my neighbors would also appreciate this, as it would cut down on my screaming in anger quite a bit. I would also like to add a button that just runs the clock and doesn’t stop for any new log reports because I have done that where I will be non stop pressing the space bar to just end the battle and a report or do my ships want to enter port and I would accidentally press it. Would second both.
I think the "FA check box" is supposed to do something similar to Navalperson's request, but I've not seen it affect the clock in that way the two times I checked it. Both times sighting reports stopped the clock. I might not be understanding the intended affect of the FA check box; I'm going off of JagdFlanker's posts at: nws-online.proboards.com/thread/5593/help-needed-after-hiatus
Having to change the battle settings to stop / not stop time on a sighting report, has resulted in a few lost ships on my side in subsequent battles as I forget to reset the settings. I know it is my issue and commanders had issues with data not being reported to them in a timely manner, but there is already a delay for sub / AC / AI controlled sighting reports.
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Post by wlbjork on Mar 25, 2021 4:12:33 GMT -6
FA is an abbreviation of "Fastest Available". Note that when there is the possibility of any engagement, the game speed is capped to fast. Detection of an enemy causes the game to pause so you can decide whether to engage or not.
Remember, the game is tiny by modern standards - 150mb including save games. That, to me, indicates that there can't be a great deal of complexity in the code which I believe is where quite a few player issues come from.
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Post by Adseria on Mar 29, 2021 18:23:17 GMT -6
FA is an abbreviation of "Fastest Available". Note that when there is the possibility of any engagement, the game speed is capped to fast. Detection of an enemy causes the game to pause so you can decide whether to engage or not. Remember, the game is tiny by modern standards - 150mb including save games. That, to me, indicates that there can't be a great deal of complexity in the code which I believe is where quite a few player issues come from. To be fair, with most modern games, a lot of the size comes from the fancy graphics, especially with 3D games. RTW2 is a great game in a lot of ways, but no-one would ever accuse it of having AAA graphics.
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Post by wlbjork on Mar 29, 2021 21:59:16 GMT -6
FA is an abbreviation of "Fastest Available". Note that when there is the possibility of any engagement, the game speed is capped to fast. Detection of an enemy causes the game to pause so you can decide whether to engage or not. Remember, the game is tiny by modern standards - 150mb including save games. That, to me, indicates that there can't be a great deal of complexity in the code which I believe is where quite a few player issues come from. To be fair, with most modern games, a lot of the size comes from the fancy graphics, especially with 3D games. RTW2 is a great game in a lot of ways, but no-one would ever accuse it of having AAA graphics. Absolutely, but at the same time every line of code is another few dozen bytes Of course, in the days of terabyte-sized drives, a few bytes is insignificant. As for amazing graphics, all too often they're used to hide the shambles of an engine that they're built on
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