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RE: Not all attacks cost 1 action point
Posted: Wed May 13, 2020 5:14 pm
by Dalwin
ORIGINAL: Simulacra53
Call that a feature too, it is the decisive invasion mechanism.
Mars favors the bold.
[:D]
What it is, is a messed up UI where a slight mis-click can have such major effects. One can make up some rationale to support all flaws in the UI if one chooses to do so. I really like this game, but I see no need to blindly endorse the few flaws that it has.
RE: Not all attacks cost 1 action point
Posted: Thu May 14, 2020 11:46 am
by Hubert Cater
ORIGINAL: Tanaka
This now makes me question why FOW is revealed with deselecting in the first place? Why is it just not removed per AP move period deselecting or not?
Forgot to additionally address this one point here in that the other reason why FoW is not immediately revealed per AP move, deselected or not, is that players would not be able to undo moves if this were the case, at least for land units that allow undo moves.
For example, once you deselect the unit it is considered committed to that position and FoW is revealed. If on the other hand the unit has moved, and has not moved adjacent to an enemy unit, then a player can still undo the move as potential hidden enemy units have not yet been revealed.
If FoW was revealed without the deselection, then it would be a cheat of the undo system as players could move all around the map, reveal FoW, and then undo their moves etc.
RE: Not all attacks cost 1 action point
Posted: Thu May 14, 2020 11:50 am
by Hubert Cater
ORIGINAL: Dalwin
There are other cases in the UI where deselecting on the last AP has an effect that is probably not intended. For example, if a transport arrives at a port (level 5+) on its last AP, it can still unload that same turn. The transported unit is even allowed to move (and if you don't deselect, it can even attack).
The problem is that if that transport which is arriving on its last AP is deselected (probably by accident), it then loses its ability to unload on the same turn. Worse still, it is now blocking the port if there had been other transports in range. It seem hard for me to believe that this behavior is intentional. A problem having gone unnoticed does not make it less of a problem. Either it is right or it is wrong.
Thanks Dalwin, that is a bug and we'll fix this for a future update. This was also an issue for Amphibious Transports at one time and we corrected it there but seemed to have missed it for regular Transports.
Interestingly enough, after looking into it just now, once a Transport has expended all of its APs and is in a friendly port where it should otherwise be able to unload, it actually still can if you right click it and select unload, e.g. even though it shows with a darkened unit counter and looks like it can no longer move/unload at all.
So it halfway works with this workaround, but we'll fully correct this for the future.
RE: Not all attacks cost 1 action point
Posted: Thu May 14, 2020 3:37 pm
by Tanaka
ORIGINAL: Hubert Cater
ORIGINAL: Tanaka
This now makes me question why FOW is revealed with deselecting in the first place? Why is it just not removed per AP move period deselecting or not?
Forgot to additionally address this one point here in that the other reason why FoW is not immediately revealed per AP move, deselected or not, is that players would not be able to undo moves if this were the case, at least for land units that allow undo moves.
For example, once you deselect the unit it is considered committed to that position and FoW is revealed. If on the other hand the unit has moved, and has not moved adjacent to an enemy unit, then a player can still undo the move as potential hidden enemy units have not yet been revealed.
If FoW was revealed without the deselection, then it would be a cheat of the undo system as players could move all around the map, reveal FoW, and then undo their moves etc.
Yep another point for leaving as is. Thanks Hubert.
RE: Not all attacks cost 1 action point
Posted: Thu May 14, 2020 3:38 pm
by Tanaka
ORIGINAL: Hubert Cater
ORIGINAL: Dalwin
There are other cases in the UI where deselecting on the last AP has an effect that is probably not intended. For example, if a transport arrives at a port (level 5+) on its last AP, it can still unload that same turn. The transported unit is even allowed to move (and if you don't deselect, it can even attack).
The problem is that if that transport which is arriving on its last AP is deselected (probably by accident), it then loses its ability to unload on the same turn. Worse still, it is now blocking the port if there had been other transports in range. It seem hard for me to believe that this behavior is intentional. A problem having gone unnoticed does not make it less of a problem. Either it is right or it is wrong.
Thanks Dalwin, that is a bug and we'll fix this for a future update. This was also an issue for Amphibious Transports at one time and we corrected it there but seemed to have missed it for regular Transports.
Interestingly enough, after looking into it just now, once a Transport has expended all of its APs and is in a friendly port where it should otherwise be able to unload, it actually still can if you right click it and select unload, e.g. even though it shows with a darkened unit counter and looks like it can no longer move/unload at all.
So it halfway works with this workaround, but we'll fully correct this for the future.
Yes this has been an annoying one for a while thanks for fixing!