Auto De-select

Do you have suggestions or ideas for improvement, post them here and we will them out.

Auto De-select

Postby KGB » Fri Oct 21, 2011 4:50 pm

I asked about this feature in Beta3 and Snotling said it was a good idea but I notice it still hasn't made it's way into Beta4.

Auto De-select would happen on a unit/stack that runs out of movement on it's current path. Right now when you reach 0 or 1 moves left this currently happens (so road/water/open terrain paths work fine). However when moving on Hills, Swamp, Forest, Snow, Desert when you run out of movement on the current path the game doesn't deselect and takes 2-3X as long to figure out that you can't move any further on the path. So I end up clicking on the next unit manually and creating paths to places I don't want to go (which even with A* takes 2-3 seconds and then next turn I have to re-path again).

The rule/code would be simple.

If (move !=0 && move < move cost to next square in move path) deselect;

KGB
KGB
 
Posts: 3030
Joined: Tue Feb 16, 2010 12:06 am

Re: Auto De-select

Postby SnotlinG » Tue Jan 03, 2012 9:43 am

Its a bit more complicated, as you sometimes want to popup windows, for example ruin or temple window.
However, while fixing a bug with those windows I finally got around to update the de-select code, so if you hit F5 and refresh your cache, it should now work more like you expect :-)
SnotlinG
 
Posts: 2148
Joined: Sat Feb 13, 2010 12:42 am


Return to Wish list

Who is online

Users browsing this forum: No registered users and 41 guests

cron
Not able to open ./cache/data_global.php