TheVic wrote:Interesting, but unfortunatly I think you will trick players with this info as it must be based only on top visible unit if no hidden information is to be used (wich would be a significant ingame advantage), I hero is top unit, the stack could be flying across that mountin, or not, depending on units in stack. Also, if dwarf is present, those hills will trick you.
Yes, it should only work for the top unit!
This feature should not do the thinking for you! It should just make it easier to count distances on the map.
However, I can see how some players might be mislead by this feature to assume it is more than a tape measure.
So what I would actually want is a proper electronic tape measure for the map view: I want to click two points on the map, and then select some mode of movement (e.g. by clicking a unit type in a list of all units like the production buying screen) and then see the minimum number of movement points required from A to B (according to the game's current pathfinding).
PS: Since this is much more complicated to implement, and since clicking an enemy stack already displays useful info for the top unit; adding a visual display of the default move range for that top unit seems relatively easy to achieve - and it would already cover a good portion of the case where I am counting tiles.I am really tired of counting tile by tile for myself. Counting tiles is important, but a stupid menial task computers ought to do for me.
(Of course, I sometimes can use an existing unit somewhere on the map and click the desired location. If I am lucky, the computed path moves where I wanted to, so I can just adjust the shown move-left-numbers, but often it simply does not go where I want it to go, or I do not have the right kind of unit on the map already.)