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Post by Nemjen on Feb 11, 2016 13:49:35 GMT -8
During deployment the 'Auto Place Units' option under 'Add Player Units' can be used to bypass available units, in this case the 'Sunrider'. It should also be mentioned that this option does not seem to function with mercenary units. In this instance the 'Sunrider' unit can still attack however it is unable to move. The move issue at this current time seems to only relate to this mission (the second) in particular, considering the unit should not be available turn one this is hardly surprising..
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Post by vaendryl on Feb 11, 2016 23:28:50 GMT -8
urk that's a feature that should not be available in the public release I think the released beta is still in dev mode... that's an oopsy it's known to not work right and is only intended as a debug tool :/
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Post by Nemjen on Feb 11, 2016 23:58:42 GMT -8
urk that's a feature that should not be available in the public release I think the released beta is still in dev mode... that's an oopsy it's known to not work right and is only intended as a debug tool :/ Ah man and I was enjoying having a shortcut. Okee Dokey, thanks for the update.
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Post by Duke_Rockhopper on Feb 14, 2016 2:58:41 GMT -8
Not sure if this was mentioned elsewhere, but if (again using auto place) you don't have sunrider, it leaves the hex blank, but you can't move units into it once battle starts. The energy-to-move icon doesn't appear over the hex and when placing units before the battle, you cannot place them on the hex. This might be due to the program allocating a blank space as a fixed point for sunrider, even though it isn't there?
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Post by vaendryl on Feb 14, 2016 10:54:19 GMT -8
yeah, this is known. it's not intended to be used by players.
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