Recruiting animation speed

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Insinuator
Posts: 706
Joined: January 6th, 2004, 10:42 pm
Location: Portland, OR

Recruiting animation speed

Post by Insinuator » April 6th, 2011, 4:48 am

I have a little complaint with the recruiting animation. It is cool and I appreciate the effort put into it, but I think it is too slow. Especially on some campaigns where I'm forced to recruit a bunch of Walking Corpses. It's just a little tiring to have to wait for the "peewsh" to finish and get on with the next one. I use keyboard shortcuts and already have the game on accelerated speed, but this is a speedbump.

I'm not saying it should be gotten rid of; that would be a shame. Just if perhaps there was a mechanism to disable it specifically or speed it up.

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StDrake
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Re: Recruiting animation speed

Post by StDrake » April 6th, 2011, 7:28 am

The animation is probably irrelevant for multiplayer synchronisation and marked in a units cfg file with plain text (well..plain wml that is)
in other words - you can edit it out with notepad so that the units don't have a recruiting animation
not the most convenient, but effective
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Insinuator
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Joined: January 6th, 2004, 10:42 pm
Location: Portland, OR

Re: Recruiting animation speed

Post by Insinuator » April 6th, 2011, 7:56 pm

Yeah, I already knew that. I'm talking about a GUI switch or slider like that which controls game speed.

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beetlenaut
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Re: Recruiting animation speed

Post by beetlenaut » April 7th, 2011, 5:15 am

I, also, would like more fine-grain control over which animations play and which don't, but I understand the developers' aversion to adding it. The more options you have, the more likely you are to have bugs that only trigger with certain combinations of options turned on, and those bugs are extremely hard to diagnose and fix. That's why Options Are Bad.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

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