Wed 20 Feb 2013 10:02:40 AM UTC, SVN revision 22402:
Orders which doesn't require moves left such has disband, establish trade route
or help building wonders are not delayed for one turn when the unit has no move
left.
Building bases, roads or other infrastructures when it has been done by
another unit previously doesn't cancel the unit orders, it just ignore it.
See gna patch #2206
(Browse SVN revision 22402) |
Sun 17 Feb 2013 10:24:28 AM UTC, comment #11:
(I started musing here about improvements to the caravan popup workflow, but really it should be the topic of a separate ticket, so: patch #3711.)
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Sun 17 Feb 2013 10:20:06 AM UTC, comment #10:
Oh, sorry for the noise then.
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Sun 17 Feb 2013 09:57:55 AM UTC, comment #9:
I think I now understand what you mean.
I didn't change anything in the current rules. Caravan with 0 moves left always could establish trade routes (pressing 'r' for example) or help for wonders.
The only change in this patch is that actions which doesn't require moves left in the rules (like establishing trade routes, help for wonders, disband) are not delayed by one turn in the execution of the unit orders.
It additionally ignores if the building the infrastructures which have been already built by others units.
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Sun 17 Feb 2013 09:51:09 AM UTC, comment #8:
Without the patch it's the correct behavior as one does not want to do anything with the units. But once those units with 0 move could establish traderoute already this turn, optimal playing requires micromanagement to search all the cities for caravans who have just arrived and could now be ordered to establish the traderoute. It gives the edge to those players who micromanage that way, so everyone is forced to do so.
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Sun 17 Feb 2013 09:21:38 AM UTC, comment #7:
> Notice that the caravan with 1/3 movement left gets the focus,
> and could establish traderoute, but caravan with 0/3 move left
> never gets the focus unless you go to search for it from inside
> the city.
Yes, I notice this with and without the patch applied. I see no difference. What am I missing?
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Sun 17 Feb 2013 09:07:47 AM UTC, comment #6:
I'm not talking about anything specific to caravans or their arrival. Units with movement left get focus, units without don't.
Assuming roads, and full 3/3 movement point for both, place one caravan 6 tiles and another 5 tiles away from a city. Set goto to the city for both. They immediately move to 3 & 2 tiles away from the city. Log out your client, let the turn pass (set timeout in server and let it pass), and login back. For all the units automatically getting focus, press 'space'. Notice that the caravan with 1/3 movement left gets the focus, and could establish traderoute, but caravan with 0/3 move left never gets the focus unless you go to search for it from inside the city.
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Sun 17 Feb 2013 08:55:42 AM UTC, comment #5:
> By "popup" I actually meant that the units get focus on their
> turn.
I don't understand. I tried many times, I get no caravan-arrival-popup, nor caravans are not included in the unit focus chain. I testing with current trunk.
Also, I checked svn logs about "caravan" or "arrival", I didn't find anything...
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Sun 17 Feb 2013 08:42:27 AM UTC, comment #4:
By "popup" I actually meant that the units get focus on their turn.
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Sun 17 Feb 2013 08:33:46 AM UTC, comment #3:
> Caravan changes has micromanagement consequences in longturn &
> similar games. Caravans on goto enter cities when turn changes,
> and player is not connected. When (s)he then connects to game
> to handle his/her turn, client does not automatically popup
> those caravans in target cities that have no movement left.
> With current behavior this is just fine. Your proposed change
> requires people to check their every city in case such a unit
> is inside already ready to act.
This is interesting, do you have a link to the ticket which implemented this. I tested many times with trunk, I couldn't get any caravan popup when reconnecting. Isn't this already broken?
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Sun 17 Feb 2013 04:20:02 AM UTC, comment #2:
> Orders such has disband, establish trade route or help building
> wonders doesn't require moves left to be executed.
Caravan changes has micromanagement consequences in longturn & similar games. Caravans on goto enter cities when turn changes, and player is not connected. When (s)he then connects to game to handle his/her turn, client does not automatically popup those caravans in target cities that have no movement left. With current behavior this is just fine. Your proposed change requires people to check their every city in case such a unit is inside already ready to act.
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Sat 16 Feb 2013 11:21:24 PM UTC, comment #1:
Updated patch against current trunk.
(file #17225)
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Tue 16 Nov 2010 11:43:04 AM UTC, original submission:
The attached patch changes that:
- Orders such has disband, establish trade route or help building wonders doesn't require moves left to be executed.
- Building bases or other infrastructures when it has been done by another unit previously doesn't cancel the unit orders, it just ignore it.
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