- You can still tell how many ships are going to be incoming by the number listed under wave. I think that it should not show you the wave number if unannounced waves is on.
Yea, I intentionally left it as is to see if people thought it should stay, but I'm leaning towards taking it out... *sound of power tools and clattering metal* ... ok, out for 3.085
- Presently the top left alert box is gone, but I hear that a better implementation is forthcoming.
Yea, it's been added back with non-wave warnings for 3.085.
You can still tell a wave is coming because of the wave announcement sound.
Yea, I had left it in for atmosphere but either it should give an alert visually or it shouldn't give one at all so there's not an artificial reason to keep sound on, fixed to not play if no-wave-warnings is on in 3.085.
Perhaps if the notice still existed but did not tell you the who what and where. Like 'Intel suggests the AI is planning on launching an offensive'. More cruel would be not to give any warning until the wave has actually occurred, but the player should still be notified of an attack, even if it occurs the moment the notice is given.
I think I'll flesh out the "planets currently under attack" display to make it easier to tell when a new assault is starting and to go to a planet under attack. That could take a while, priority wise.
- I think you still need some warning about cross planetary attacks. At least, if you want to be fair.
When it comes to these two AI modifiers fair is the least of my concerns
But if the people wanting these options want to get CPA warnings, the change could be made.
- Does destroying a warp gate prevent the AI from launching an attack from that system?
With Cross-planet-waves on warp gates are apparently more or less irrelevant, because it's just using the logic it normally uses when it doesn't have any warp gates adjacent to or on one of your planets.
- How do wave multipliers work when the AI launches waves from its own systems?
Hmm, I think it just uses the modifiers that would apply if sending the wave to the planet that they actually spawn on, so this would make a border ZPG much easier, for example. I'm willing to call that a fair tradeoff, but if folks want maximum brutality I could perhaps convince it to add in the wave modifier of the nearest human system or something.