Of all the little niggles that I never get motivated to write down, this 
one finally got my attention today.

I don't think this is exactly a bug, but it does annoy me regularly. It 
might be partly my play style ("mega stacks of doom") but I can't be the 
only one who does that. After all, that's what the REF does. :)

When I press "space" for a unit to skip the turn, I expect that to mean 
that it will not pop up and ask me for orders again during that turn. 
That's what "skip" means. If I wanted it to ask me again, I'd use the 
"wait" command.

Now ordinarily, it behaves as I expect. However, there is one case where 
it doesn't. That is, when I move another unit to the same tile where 
units have been told to "skip" the turn. The other unit arriving wakes 
up the units that were told to skip the turn. It's not so bad when there 
is one or two units there. However, when you are marshalling a stack of 
artillery, dragoons, and soldiers, this can easily end up waking up 30 
or 50 or more units depending on the stack, all of which were told to 
"skip" the turn.

If I really wanted to wake those units for orders again, I can select 
them, or wake all the units on the tile.

The same thing happens when loading a saved game. All the units that 
were previously told to "skip" the turn are now waiting for orders 
again. (Not everyone saves the game at the start of a turn.)

It seems to me that the units need to stay in the "skip" state unless 
activated somehow, and they need to remember that "skip" state across 
saves. The latter is probably more problematic.

At the very least, the "activate all units with movement left when 
moving other units into the tile" behaviour needs to be configurable. I 
can see a case for it if the units in the tile haven't already been 
given orders, but if they've already been told to "skip", they shouldn't 
be activated again.

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