1. workers now correctly attack with AI on
2. carriers reproduce interceptors with AI on
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dingoo
Germany33 Posts
1. workers now correctly attack with AI on 2. carriers reproduce interceptors with AI on | ||
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JOJOsc2news
3000 Posts
Keep up the good work. | ||
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Phoenix31
18 Posts
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dingoo
Germany33 Posts
Right now I have no changes in mind. I am hoping for the patch 1.5 to get some motivation. Thanks for your support! | ||
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DrahtMaul
Germany74 Posts
Beside of that, nice job! | ||
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dingoo
Germany33 Posts
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jumai
Canada115 Posts
I do have two very small feature requests. The first is a very short delay when you activate the AI... ideally also with a player notification showing when the AI actually goes hostile. I'm just thinking like a 3 second courtesy countdown while people toggle off the UI, camera fidgit, and just mentally switch from "setting up" to "go". Thinking boundary cases, I'd recommend making it work so that when you turn on both AI's, pressing the second switch makes the timer already counting down activate both, rather than have two asynchronous countdowns. The second request is related... please make doing "activate AI -> toggle UI" not require a cross-screen-into-screen-edge mouse motion. It feels inconvenient and also causes accidental screen scrolling, and the AI has already started at this point... just tuck the UI toggle right beneath the AI toggle on the main block-o-buttons or something, please ![]() | ||
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dingoo
Germany33 Posts
I am not sure if most of the users would embrace a 3 second delay when they activate the AI, I myself would not like it. Regarding your second request - yes, I think it would be better the way you propose. I will rework it, just waiting for patch 1.5. | ||
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