Not sure if this is a BGA setting I can do somewhere or is specifically 4X coding, but is there a way I can slow down the turn replays to a speed that I can control and see what actually moved?
Is there a way to slow down turn replays?
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Re: Is there a way to slow down turn replays?
Yes, I have seen that. But no idea on how to fix it.
I just asked dev forum to have some help.
I just asked dev forum to have some help.
Re: Is there a way to slow down turn replays?
Is there any news on this?
For all practical purposes - the feature is not usable on this game (several turns zip by in a few seconds - not possible to see what happened).
This is, IMO, a rather serious bug (at least in Turn-based games).
For all practical purposes - the feature is not usable on this game (several turns zip by in a few seconds - not possible to see what happened).
This is, IMO, a rather serious bug (at least in Turn-based games).
Re: Is there a way to slow down turn replays?
This is not an issue in any other games I play here - But this is the only 'wargame' with counters that I play - so limited scope opinion here...
Edit- Curious what those who play other wargames experience? Does the super fast replay hinder Memoir 44 or the big Theatre Wargame (forgot the name)?
The other games I play also flit by usually too fast to really follow along when using replay. I can sort of get an idea of who moved their worker etc where. And the Game Log has every single action. This is what I use 100% of the time in other games. But in Space 4X, I assume logging every ship move from Hex X to Hex Y to the Game Log would be tedious.
Seeing when Groups are combined/split is a very important part of the game. But of no use here.
I still applaud the work done! Found this game here and really enjoying it.
Edit- Curious what those who play other wargames experience? Does the super fast replay hinder Memoir 44 or the big Theatre Wargame (forgot the name)?
The other games I play also flit by usually too fast to really follow along when using replay. I can sort of get an idea of who moved their worker etc where. And the Game Log has every single action. This is what I use 100% of the time in other games. But in Space 4X, I assume logging every ship move from Hex X to Hex Y to the Game Log would be tedious.
Seeing when Groups are combined/split is a very important part of the game. But of no use here.
I still applaud the work done! Found this game here and really enjoying it.
Re: Is there a way to slow down turn replays?
"How fast replay is" is a mystery of BGA framework for me.
So perhaps, some day, I will understand how it works and fix that.
In SE4X, I made the choice to minimize logs (no movement logs but detailed combat logs).
It can be a suggestion to change that. You can use bug/suggestion system to ask for an improvement.
I don't own the game, I don't have played it so much, so I don't know how logs can change game vision/strategy.
Nothing is closed, you are here to help me improving SE4X on BGA (no, don't ask for expansion )
So perhaps, some day, I will understand how it works and fix that.
In SE4X, I made the choice to minimize logs (no movement logs but detailed combat logs).
It can be a suggestion to change that. You can use bug/suggestion system to ask for an improvement.
I don't own the game, I don't have played it so much, so I don't know how logs can change game vision/strategy.
Nothing is closed, you are here to help me improving SE4X on BGA (no, don't ask for expansion )
Re: Is there a way to slow down turn replays?
Does BGA not offer support for game developers regarding how the framework works (including workarounds, when there are limitations)?
Not a bad idea.
Even if the replay feature is improved, then logging or other info in the UI might improve the gaming experience significantly.
This is not meant as criticism of your work. The current implementation is good, but there is room for improvement.
Thank you, for taking on the task of bringing this great game to BGA.
I'll make a suggestion or two in the near future.