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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