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Re: Improved Interrupt System[message #307745] Thu, 19 July 2012 21:16 Go to previous messageGo to previous message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Colibr
You know, I've had an issue with IIS with Tais' latest SCI w/ AIMNAS. Seems that the game will actually take away my entire turn sometimes when I get interrupted. It's happened at least twice, usually during big battles.

Are there any known issues that might cause that? It isn't a feature, is it? Has anybody else experienced it?

It doesn't happen often enough to be more than a passing frustration, but it's also infrequent enough that I'm having trouble figuring out what might be triggering it.
Hm, this is strange. This never happened to me during entire campaign, nor anyone else reported it yet. And it is not an intentional feature. If it continues to happen, I shall look into it.

Hazapuza
Without knowing jack shit about STOMP2, I dare to argue that making such a simple maneuver require a specific skill is pretty silly, but knowing you, it's probably me who's going to look silly after you reveal your work.

No worry, it is not like a skill (skill level actually) would solely make only that possible. It is rather going to be one of many benefits of a "skill". A skill about "what do you know about moving in combat zone" - nuffin / I've been in once / pretty much / my first name is Chuck, guess my last name.
Something like that. Smile

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Strohmann
last day i noticed a strange behaviour. the enemy got interrupts in my turn without any way he could spot my mercs (they were WAY ouside their sight range/i am out of theirs).
This was fixed lately and shouldn't happen in newer (U)SCIs.

Other thing that was somehow tweaked is the range dependancy on interrupt calculation. It was capped a way, so you should still get interrupts regularily even if the enemy is far away (and you still see him).

With the Hand-to-Hand trait, I know about it. Haven't done anything about it yet, but I thank you for reminding me. You are right, it should be looked into.
However, even if I put range limitation to the HtH trait, it may be used wrong way (against you again). The lower interrupt chance should only occur when a guy dashes into the HtH distance of another guy. That is hard to implement in a simple way.
One workaround is to turn off traits for the enemies.

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