A request for lockouts option

A forum for chatting about in-development game features.
Post Reply
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

A request for lockouts option

Post by Chasm »

Would it be possible to put an option to lockout just skipping certain things. Right clicking an event skips it. When you have large quantities of worlds and a busy production turn, I have a lot of stuff I right click past. I don't need to know about a freighter that is produced, or a new facility when there is one qued behind it. The issue is important stuff gets mixed into that. A captured ship choice that's right clicked just disappears. So do scout ship discovery choices. Another issue is if I am going to be getting into a war doing an action, a confirm / abort choice would be nice. And for invasion fleets, it would be lovely if I could command some ships NOT to deploy their troops (5 colony ships and 50 armor in troop transports, you lose the colony ship troops every time, I would prefer to be able to say stay in your ships).
bjg
Posts: 639
Joined: Wed Feb 03, 2016 10:55 pm

Re: A request for lockouts option

Post by bjg »

You know that you can always roll back a bad/accident action, do you? ;)
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: A request for lockouts option

Post by Chasm »

In the real game you wont,
bjg
Posts: 639
Joined: Wed Feb 03, 2016 10:55 pm

Re: A request for lockouts option

Post by bjg »

Chasm wrote:In the real game you wont,
What is the "real game"? A bit of oxymoron, isn't it? ;)
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: A request for lockouts option

Post by Chasm »

Non beta
bjg
Posts: 639
Joined: Wed Feb 03, 2016 10:55 pm

Re: A request for lockouts option

Post by bjg »

Hope the "undo/redo" stays in a release. It's very well designed and implemented, does not seem like just a debugging tool. And it's (sort of) unique. :)
Post Reply