Gives Movement = 0
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@wc_sumpton not sure what "have to pick through factories all the time" means but it sounds like it would break the game to me. very often move them from non factory starting points and even shuttle them between different kinds of transports.
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hey that'd be awesome ! Massive jag on last night. Still smoothing out. I'll process it more soon.
So is it the testing ? That why your java git stuff doesn't get accepted ?
I mean you test it on the games so wtf
If they want more developers maybe a link to how do the testing ?
Idk probably have to go to some college for that
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Thanks for commenting. What we're talking about is the unit selection for movement. When tapping a territory and a window displays those units that can be selected to move. TWW use "Selectable Zero Movement Units" true to allow for the selection on Materials, but this also allows for the selection of flagpoles, entrenchments, barracks, docks etc.. This does not change gameplay, all this does is allow some 0-movement units, those that can be transported or those that receive movement via another unit to still be selected, while other are still restricted, via a false setting. A true setting, like TWW would have no effect.
How many times has a unit, that can't move, been selected by mistake.
That's all we are talking about.
Cheers...
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@wc_sumpton gotcha
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You know I have to do this! I just love doing things like this!
They say a picture is worth...

TWW combat movement select screens. On the left "Selectable Zero Movement Units" true on the right, w/modification, false.

Same as above, but for non-combat movement. Note that Material is selectable in both. Also, the units that do not appear in the selection cannot be selected with the mouse pointer.Cheers...
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@wc_sumpton i like it!

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oh boy this looks good

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@wc_sumpton is this a PR or can be done as is already ?
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I tried, back when TWW was being developed. There are so many units with that map. But..
No PR. All I'm trying to do is show what a little care can do for the gameplay experience. If one of the other developers want to run with this. Then Good! At least good would come of it.
But as it sits now. Look at the pictures and weep...
Sorry.
Cheers...
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You play TWW, my question is during non-combat movement, are all units in the embattled territory, including those that have already been moved and battled, selectable for movement? I'm not asking if these unit can move. I'm only if they are selectable?
Cheers...
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@wc_sumpton Do you mean selecting the units by directly clicking on them or if they show up in the list if you click on the territory. If I remember correctly the former works the latter doesn't an you can't move the units either way.
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Both, and again because I am having loads of fun!:party_popper:
A picture is worth...

To explain. The picture on the left is selecting for non-combat movement and used the latest pre-release and no edits to the xml. The right is the saved game from above.
Only those units which appear in the selection are the only units that can be selected with the pointer.
Cheers...
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@nothingtoseehere yes u can select units that have already used all available movement in nc
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@wc_sumpton yes u can select units that have already used all available movement in nc
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@ubernaut, @Nothingtoseehere and @beelee
It is time to come clean, and apologize to @beelee for stealing this topic. But you have to admit, you started something when you piqued my interest!

How selecting for movement works. First all units in the selected territory are selected that belong to the turn-owning player. Units can be removed from the group, but not added.
First question, is "Selectable Zero Movement Units" not set?
If true, remove all with movement=0.Second question, is this not the non-combat movement?
If true, remove all units with canNotMoveDuringCombatMove set.And that's it. That is why TWW movement selection is so cluttered.
What I have done is refine "Selectable Zero Movement Units" to include units that can be transported, or that can receive movement for another unit.
Then added an "else" for the not non-combat movement. But this is the tricky part, there is no "unitHasBeenInBattle" flag. What the engine does is zero out movement for all land and sea units that survive a battle while air units have their movement reduced by what they moved. Also, all transported units have their movement value zero out. So, I removed all units that can move that have no movement left and are not being transported to help clean up the non-combat movement selection.
Cheers...
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