Configurable Interrupts
There are two new buttons and a checkbox on the Events window.
Toggle Interrupt Button
This works in a similar way to Hide Event. You click on an event and click the ‘Toggle Interrupt’ button. The selected type of event will change its interrupt status from on to off or vice versa.
So if you no longer want ‘Research Completed’ or ‘Ship Combat - Energy’ to stop automated turns, you can turn off that interrupt. If you want ‘Commander Promoted’ or ‘Maintenance Problem’ to stop automated turns, you can turn that event into an interrupt event.
Default Interrupts Button
This button will change the interrupt status of all event types to their default setting.
Show Interrupts Checkbox
When this checkbox is checked, any type of event that generates an interrupt will show (I) before the event name.
Save Behaviour
When you change the interrupt status of an event, or restore events to their default state, that change will immediately be reflected in the database. Changes will apply to all player races and all games in the same database.
I’ve used this particular save behaviour to avoid any form of catastrophic error wiping out the events table and corrupting the database. For tables like ship or system body, I remove all the data in the table, then save the data from the game. Any serious error affects only that game. Events is a static table with data that applies to every game, so in this case I am just changing a single 0/1 value in a row and doing it immediately.
I have been considering this change for a while, but was prompted into action by clicking through ten minutes of 5-second increments, due to an 800-ton ship with a single 10cm railgun attacking a 160,000-ton armoured troop transport. It still hasn’t penetrated the armour, so its time to turn off the interrupts ![]()