1.17.13 idle animations EDIT:not doing this now

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Spannerbag
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Joined: December 18th, 2016, 6:14 pm
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1.17.13 idle animations EDIT:not doing this now

Post by Spannerbag »

Hi,
Stopped doing it. No idea why. Post below.
Just started playtesting one of my campaigns on 1.17.13 and almost all the units with idle animations play continuously.
But they are all synchronised (as they appeared on map at the same time I guess) and it looks... odd.

If you launch Legend of Wesmire on 1.17.13 and look at Kalenz's starting units you'll (hopefully!) see what I mean; the two archers and fighters all idle non-stop in step (at least they do so on my PC...).

Apologies if this is already known.

Cheers!
-- Spannerbag
Last edited by Spannerbag on March 4th, 2023, 10:42 pm, edited 1 time in total.
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.17, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
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Lord-Knightmare
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Re: 1.17.13 idle animations

Post by Lord-Knightmare »

In your preferences -> display -> switch off IDLE animations or decrease the frequency. Simple fix.
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Straff
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Re: 1.17.13 idle animations

Post by Straff »

@ Knightmare:

Perhaps you should read what Spannerbag wrote a second time.
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Spannerbag
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Re: 1.17.13 idle animations UPDATE

Post by Spannerbag »

Weird. Not doing it now :? Did rename the folder as part of looking into appcrash problem...

Nothing in logs.
Consufed :?

Cheers,
-- Spannerbag
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.17, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
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