While on the topic of delay shroud updates, could this setting be 
remembered? Every time I play, I (and many others) forget to turn it 
back on right away. This generally isn't a problem until you misclick, 
kicking yourself for forgetting yet again.

George B wrote:
> As another MP dev I'd like to jump on board.  I think this is a great 
> idea.  Many players use the "delay shroud updates" option - myself 
> included and as Gabriel points out, coordinating with allies after 15+ 
> moves that your ally can't see is a real headache.  I think that this 
> annoyance is only likely to grow with time because of the addition of 
> MP campaigns and the dearth of MP user made content.  Now allies are 
> not pressed for time because they are fighting a computer, and they 
> might be pushing around many more units than in a normal MP game.  So 
> this is a timely and desirable feature IMHO!
>
> Wwith regard to sharing the same info with enemies, I would lean 
> toward saying "yes", or at least having it be optional.  Currently 
> many players don't delay shroud updates anyway, so 
> much competitive play basically has this info in public anyway.  I 
> think from a gameplay point of view it makes sense to say that "all 
> undoable moves are public" and just leave it at that.  However, I 
> don't have a strong opinion about the secondary issue, so either way 
> is fine by me.
>
> I'll second what Noy said about allowing undoable attacks or moves to 
> avoid luck - this is a bad precedent to start and is likely to lead to 
> much trouble IMO.
>
> Regards,
>
> George aka Wintermute (happygrue)
>
>
> On Wed, Mar 10, 2010 at 3:38 PM, Noy <neuhauserc...@gmail.com 
> <mailto:neuhauserc...@gmail.com>> wrote:
>
>     Umm, I don't think we'd accept that idea. The whole idea about the
>     current set up is to to encourage players to think about
>     probabilities and act accordingly. If you mess up, you shouldn't
>     just be able to undo and try to get a better result... we might as
>     well just strip RNG out of the game if that was the case. For
>     single player, the current system prevents re-rolling for a better
>     outcome by forcing players to go through an involved process if
>     they want a redo, but not too involved. Its a good compromise in
>     my mind. Moreover we'd never accept this for a competitive game
>     because probabilities management is THE core skill that determines
>     who wins. Your proposal weakens that significantly. More often
>     than not there is disagreement over what is considered bad luck,
>     so adding a system that allows subjective judgements to influence
>     outcomes is a whole can of worms I'd rather avoid. 
>
>     Noy
>
>     On 10-Mar-10, at 9:34 AM, Greg Boggs wrote:
>
>>     A related idea to this is to allow you to redo a move if you both
>>     agree to it. When your playing with someone trying to teach them,
>>     and they make a bad move, it would be infinitely valuable to be
>>     able to take back their move without having to quit and reload
>>     the game.
>>
>>     This option would also be very fun in competitive games. When
>>     horrible bad luck strikes the other team, and you want to give
>>     them another shot, so that you can continue the game.
>>
>>     Gabriel Morin wrote:
>>>     Hi everybody,
>>>
>>>     Last year I couldn't get my Wesnoth GSoC submission
>>>     <http://wiki.wesnoth.org/SummerOfCodeProposal_gabba> accepted,
>>>     but I'm very motivated to get in this year. I've been wanting to
>>>     contribute to Wesnoth for a long time, and the GSoC seems like
>>>     the ideal kickstart to get to know the codebase.
>>>     Unless I get conflicting course schedules next session this will
>>>     me my last summer as a student - next year will be my fourth and
>>>     last in software engineering at École Polytechnique de Montréal
>>>     - , so it's now or never!
>>>
>>>     I've been posting a few ideas on the forums, and this one in
>>>     particular has been well-received
>>>     <http://www.wesnoth.org/forum/viewtopic.php?f=12&t=29102&start=0>.
>>>     (I'll copy the text at the bottom of this email to allow for
>>>     easy commenting.) Since apparently you devs don't frequent the
>>>     forums that much, I'd like to have your opinion on:
>>>     1- Whether this is a desirable feature
>>>     2- Whether this is a good idea for a GSoC project: how much
>>>     work, how many things to modify?
>>>     3- Which are the areas of the code I should start looking at?
>>>     4- What would be an easy coding project I can use to show what I
>>>     can do, and get to know these areas of the code better?
>>>
>>>     After browsing the GSoC 2010 current list of ideas, I find this
>>>     one more motivating, because it would have a direct effect on my
>>>     wesnoth gaming experience. This said, some of the other ideas
>>>     look interesting as well, so I'm not putting all my eggs in one
>>>     basket, i.e. I'm open to other options. I'm even thinking of
>>>     making several proposals, but from my experience last year
>>>     making a detailed one is very time-consuming, so we'll see.
>>>
>>>     Without further introduction, here's my proposal:
>>>
>>>     
>>> ------------------------------------------------------------------------------------
>>>     Main idea: Share undoable moves with allies
>>>
>>>     Currently when playing a coop game (either RPG or more standard
>>>     multiplayer campaign), there are several things that really irk
>>>     me when it's not my turn:
>>>
>>>         * You wait a long time before seeing anything happening
>>>         * When your ally who's taking his turn finally attacks an
>>>           enemy or makes another non-undoable move, you have to sit
>>>           through a delayed replay of his moves. If he already
>>>           finished his turn, your ally has to wait while you watch this.
>>>         * After a few undoable moves by either allied player,
>>>           communication is completely out of sync. If you tell your
>>>           ally, "look, I'm encircling his leader", he has no clue
>>>           what you're talking about: he doesn't see what you're
>>>           doing. If your ally asks you "should I move my white mage
>>>           here to heal you units next turn", you 1) have no clue
>>>           about which hex "here" is supposed to mean 2) even if you
>>>           did, you can't adequately counsel him, since you don't see
>>>           how he positioned his other units
>>>
>>>
>>>     I think the reasonable solution is simply to add an option
>>>     called Share undoable moves with allies. Both you and your ally
>>>     need to enable it for it to work. If you both have it enabled,
>>>     what it does is it shows you your allies' moves exactly as if
>>>     you were staring at the same screen while he plays his turn. Net
>>>     effect: you don't wait forever for something to happen, you
>>>     don't sit through a replay and make others wait in the
>>>     meanwhile, and you can actually shout to your ally on skype "NO
>>>     idiot, don't move your white mage there!" before it's too late.
>>>
>>>     When sharing undoable moves, some mild confusion might happen
>>>     when you ally undoes a move: if you're not paying attention
>>>     (after all the unit just changed from "red" movement status to
>>>     "yellow" or "green" orb), you might think you're witnessing a
>>>     move instead of an undo. This is why extra visual clues would be
>>>     needed in that mode, possibly just a red UNDO text that floats
>>>     up from the unit, or alternate red footsteps symbols that the
>>>     unit gobbles up backwards as it goes back to its previous location.
>>>
>>>     For the true "over the shoulder" experience, I think this option
>>>     should show you everything, down to the attack dialogue your
>>>     ally gets when he attacks an enemy. This way you can discuss
>>>     which attack he should use, while you both see the attack stats
>>>     and odds. Same thing for the recruit and unit upgrade dialogues.
>>>     All those would make for a more interesting coop experience, and
>>>     would be especially good for teaching newbs to the game.
>>>     Oh yeah, and those chargen menus from Bobs' RPG era and the like
>>>     would also fall in this category: help your friends choose their
>>>     class and starting items instead of staring blankly at the screen.
>>>
>>>     Optional, secondary idea: Share undoable moves with enemies
>>>
>>>     I don't expect this second idea to be very popular, but the
>>>     thing is: if the first one is implemented, this one will almost
>>>     be free to implement. So we might as well discuss it, too.
>>>     A "Share undoable moves with enemies" option would simply show
>>>     your opponents all your moves as you do them, even those that
>>>     can be undone. It does remove some waiting boredom, like the
>>>     first option. It would be useful when you want to play
>>>     chess-style (where a moved piece is a moved piece, no undo), but
>>>     without fiddling with the scenarios options to disable undo. And
>>>     contrary to a fixed scenario option, it allows you to still
>>>     agree on "friendly undos" from time to time: "this was too
>>>     stupid, can I move it back?" --"Sure, go ahead".
>>>     A second use is when you just don't care if the opponent can
>>>     read your mind by seeing your every move, either because your
>>>     skill level is greatly superior, or the game is very casual
>>>     (i.e. you're playing with your younger brother), and you just
>>>     want to make the game less boring by minimizing the waiting factor.
>>>     Sharing undoable moves from enemies would probably make "delay
>>>     shroud updates" useless, but after all they are somewhat
>>>     incompatible ideas.
>>>
>>>     ----
>>>     P.S. I don't use mailing lists that much and I don't know if any
>>>     of you use old-fashioned mail readers, so if I commited a
>>>     capital sin by using html formatting (from the gmail editor)
>>>     such as hyperlinks or bold text, please let me know.
>>>     ------------------------------------------------------------------------
>>>
>>>     _______________________________________________
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>>>     https://mail.gna.org/listinfo/wesnoth-dev
>>>       
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>
>
> -- 
> The bureaucracy is expanding to meet the needs of the expanding 
> bureaucracy.
>
> "With your head full of brains and your shoes full of feet, you're too 
> smart to go down any not so good street." - D.S.
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