On Fri, 31 Jul 2015 14:24:25 -0600
William Astle <l...@l-w.ca> wrote:
> 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. :)

The REF has a lot more patience than humans.  Keep hoping we implement
unit grouping one day.  I just went through the IR list and closed two
duplicate requests for it, and another one on the FC2 list IIRC.

> 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.
>[lots more]

Thanks for the detailed description.  In short, you are quite right, this
is broken and annoying, probably is a bug, and its worse that you mention
in that everything can get woken up again after the trade route and/or
goto orders are executed.

Clearly the semantics of "Skip" have drifted with time.  It may take a bit
of trial and error, but we should be able to bring it back to "skip
really means skip".  There is some internal weirdness with units that are
given a move that can not be completed immediately, units with long
distance goto orders, and units that have had their moves removed for
special reasons (e.g. trade haggle fail), hence my caution.  Which if any
of these (including explicitly skipped units) should appear in the End Turn
panel is another question.  I am assuming that if you skip a unit, you
would *not* want its potential for movement zeroed out, so that it would
still be able to be activated by hand and moved.

Cheers,
Mike Pope

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