So, since my last competition was pretty much a discussion, I'll now close that and move over to this general colony discussion (the others are all specific)
TALK ABOUT ANYTHING RELATED TO COLONY (and beef burgers)
Ok I'll have another check. It could be that the Timer function itself has problems. If that is so, I don't really know what I can do about it.
As I have said, the system timer has IRQ1 which is absolutely trustworthy time counter on a computer. But the problem is, the timer operation starts, stops, then start again. The delay where the timer switch its status causes problem.
It can be fixed by reprogramming it, so that the timer never stops. Depend on your coding method it could be impossible without rewriting your engine, but here it goes:
Make the game start a universal timer AT THE BEGINNING when the game starts. Its value refer as "T". Actions in the game should always base on "T". For example, communists get 4 4 2 resource every X second when the command centre is intact. Then, the above mentioned resources is given once and only once when:
T > X T > 2X T > 3X and so on
When a resource building start generating resources, the game records the "T" value immediately when it starts, let the recorded value is now "R". Then resources is added every "Y" second. So the resource is added once and only once when T > R+Y T > R+2Y T > R+3Y and so on.
Hopefully the new units and buildings. I'm making the "Influence" units more important now. The Special Ops building will be unbanned from Cold War and Safe Skies, and only the missiles will be banned instead. Special Ops will have the ability to generate Influence, and it will have a new unit that you can build from it as well.
Influence cost for units are generally being reduced as well, so to make them more a gameplay mechanic and less of a bonus thing.
That's all that is for sure for now. I plan to add a couple more things but I can't say what yet because I won't know if I can add them until I do.