Gives Movement = 0
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I'm not gonna spend an hour searching if this has already been addressed lol
So if <option name="movement" value="0/> and you have a unit that gives movement
<option name="givesMovement" value="1:russian_minor"/>
it doesn't work but if I give a movement of "1" then it does enabling the unit to move 2. Same thing happens with combat from what I remember. I only tried it with the aa pre attack thingy though, if I remember right.
Anyway, probably be a feature request, just wanted to check here before i make one
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@beelee said in Gives Movement = 0:
So if <option name="movement" value="0/> and you have a unit that gives movement
<option name="givesMovement" value="1:russian_minor"/>This problem might be a couple of properties: "Selectable Zero Movement Units" and "Units May Give Bonus Movement".
As to the first, I at one time submitted a change to so this would check transportation of unit, and dose it receive bonus movement. Ah well.
Cheers...
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@wc_sumpton said in Gives Movement = 0:
As to the first, I at one time submitted a change to so this would check transportation of unit, and dose it receive bonus movement. Ah well.
guess you not a member yet
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so try false ? I guess easy enough to check
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yea that didn't work lol. Didn't move at all lol
well I guess player enforced be the way to go. No point in a request if yours already got shot down
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@beelee said in Gives Movement = 0:
yea that didn't work lol. Didn't move at all lol
First off can the russian_minor unit be selected? "Selectable Zero Movement Units" needs to be true. Also "Units May Give Bonus Movement" will need to be true.
Also step "giveBonusMovement" should be left at default.
Cheers...
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I have todo this in steps
Heres unitAttachments I made the fctry move 1 should be 0 for our purposes
hmm .. i dont have "giveBonusMovement" listed. It's the Global 40 game that Veq and Bung did. Just modding it.
Not sure how to go about it. Guess I'll just add it and see what happens lol
oh yea so the russian_minor is a minor Fctry that can move if certain conditions are met. If I give it a movement factor, it can move.
Edit
so the Rail unit gives the Fctry a bonus move but if Fctry has zero move, it doesn't work. -
Did you get this figured out?
In TWW the is the Material. A 0-movement unit that can be transported. To select Material, "Selectable Zero Movement Units" needs to be true. But this allows all 0-movements to selected. And units need to be picked through so that these units are not selected. Ask @ubernaut or @Nothingtoseehere about this if it would be easier not to have to pick through factories all the time.
So, looking at MovePanel.jave at line 960:
if (!Properties.getSelectableZeroMovementUnits(getData().getProperties())) { movableBuilder.and(Matches.unitCanMove()); }
Just changing to add:
movableBuilder.and((Matches.unitCanMove()) .or(Matches.unitCanBeTransported()));
Note there is an added "(" after the "and" because the "or" needs to be contained. This would allow Material to be selected, without having the other factories clutter the movement screen.
Now one more change:
movableBuilder.and((Matches.unitCanMove()) .or(Matches.unitCanBeTransported()) .or(Matches.unitCanBeGivenBonusMovementByFacilitiesInItsTerritory(mouseCurrentTerritory, getCurrentPlayer())));
With this the russian_minor which has a movement of 0 and no transportation cost but can move if a Rail is there, could now be chosen to move.
To me, IMHO, this is a simple QoL (Quality of Life) change that greatly enhances gameplay. But..
And there is always a "But"...
Cheers...
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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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