On 2015-08-03 03:41, Michael T. Pope wrote:
> On Fri, 31 Jul 2015 14:24:25 -0600
> 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.

Indeed, and the fact that it's a patience issue is a good reason to hold 
trying to implement that until FC2. Individual unit moves are tedious 
but functional. Also, my mega stacks of doom are usually smaller than 
the REF's.

>> 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.

Yes, that assumption is correct. That makes it work the same as 
"Fortify" which can be undone by reselecting the unit on the same turn, 
which makes it possible to correct an accidental fortify order. However, 
if "wait" worked correctly (see below), that would be an option if the 
movement was zeroed out for "skip". (Fortify might have some oddness, 
too. It seems that when you fortify, you cannot reactivate the unit on 
the next turn. You have to wait for the next turn after. That may be 
intentional and might even be what Col1 does. It just seemed surprising. 
I haven't specifically tested for that behaviour, though, so I might be 
misremembering what it was doing. It's usually not a problem since I 
usually fortify units for a long term.)

Since sending my original description, I observed some weirdness with 
the "wait" order, too, which might be related. I had a dragoon and a 
couple of artillery in a tile. I wanted to give the artillery orders so 
I pressed "w". The dragon remained active. I had to actually select the 
artillery to give it orders first.


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