Undoing naval moves is pretty much out of the question since the enemy has the choice of intercepting.ORIGINAL: hakon
ORIGINAL: Shannon V. OKeets
Ok.
If Undoing X will affects the supply status of Y at the start of Y's movement, and Y has already moved, then I'll present the message:
"You can not undo this move for 'X' unless you first undo the move for 'Y'. Since this just affects land moves, the two units won't be that far apart on the map; the player should be able to find Y without much trouble.
I think it would allow for smoother play if you present a message like "3 that were placed in supply by the move you are trying to undo. Undoing this move will also undo the moves of those 3 units. Do you want to proceed (Y/N)?".
Do you plan to allow for undoing naval moves, too? In that case there is the complicating siutatons of placing a unit in suply (with a cp, for instance), and then moving that unit. If that units is then subject to an interception roll, undoing the move of that unit or the one that placed it in supply may be tricky.
Cheers
Hakon
The specifics are:
Once the possibility of intercepting a naval move occurs, regardless of whether the enemy decides to intercept or not, no naval move that was made previously can be undone.
EDIT: As for undoing the moves for the player, I would prefer not to. This is part of my bias against automation. If the player has to undo the move(s) himself, then he will know exactly what happens. Having the computer undo moves on behalf of the player runs the risk that the player will be unaware of what exactly took place.


