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October 29th, 2006, 01:42 PM
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Private
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Join Date: Jan 2004
Location: PA, US
Posts: 30
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SEV skipping or disabling movement replay?
In a turn-based game is there a way to skip or disable the movement replay at the beginning of the turn?
I have a number of population transports moving around and they take up most of the movement log. I have set icon movement speed to very high but it is still taking longer than I would like.
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October 29th, 2006, 02:22 PM
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Sergeant
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Join Date: Jun 2006
Location: California, The United States of America
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Re: SEV skipping or disabling movement replay?
I've been looking and it looks like the answer is "no". Though this may change in a patch. In SEIV I think you could have it set to no movement animation shown; the fastest.
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October 29th, 2006, 03:14 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SEV skipping or disabling movement replay?
You could always play in simultaneous movement mode. It's more fair to the AI, which tends to play as if it were that mode always.
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October 29th, 2006, 03:33 PM
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Private
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Join Date: Jan 2004
Location: PA, US
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Re: SEV skipping or disabling movement replay?
Thank you for the replies. I will try the simultaneous mode in my next game.
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October 29th, 2006, 03:46 PM
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Sergeant
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Join Date: May 2002
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Re: SEV skipping or disabling movement replay?
Simultaneous is also great for setting up long order chains and if you make a mistake you can just clear the orders and start over, so you don't waste a turn.
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October 29th, 2006, 04:04 PM
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First Lieutenant
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Join Date: Jan 2005
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Re: SEV skipping or disabling movement replay?
I always used to play in Sim mode in SE IV, but with SEV it's way too tedious. Camera is reset after every turn, you have to 'login' after every turn, turn processing takes much longer because it 'reloads' the game *two times*( before and after the 'processing turns') for each end turn sequence, etc.
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October 29th, 2006, 04:18 PM
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Sergeant
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Join Date: May 2002
Posts: 279
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Re: SEV skipping or disabling movement replay?
Yeah, it could do without the reloading, but that shouldn't have anything to do with simultaneous vs turn-based... I haven't tested it but it seems like the two shouldn't be connected.
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