Re: [Freecol-developers] Skipping the turn should mean skipping the turn...

2015-08-03 Thread William Astle
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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[Freecol-developers] Skipping the turn should mean skipping the turn...

2015-07-31 Thread William Astle
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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