On Mon, 03 Aug 2015 11:16:49 -0600 William Astle <l...@l-w.ca> wrote: > On 2015-08-03 03:41, Michael T. Pope wrote: > > 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.
OK. Try git.38f8903. Skip should now really mean skip, and a skipped unit will not be listed in the End Turn dialog. I have also changed the "really skipped" units to display with an "X" rather than the old "W" which is confusing with respect to the wait command, we can not use "S" because that belongs to the sentry state, and "X" was easy to pick as non-colliding. Better ideas than "X" are welcome. > 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. "W" operates on the current active unit, so I think it is not unreasonable for you to have to select a unit to make it wait. The source of the confusion here might be our ongoing problems making the active unit show up reliably in the InfoPanel (lower right corner). Cheers, Mike Pope
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