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Pre-chop option #1

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karadoc opened this issue May 23, 2012 · 2 comments
Open

Pre-chop option #1

karadoc opened this issue May 23, 2012 · 2 comments

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@karadoc
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karadoc commented May 23, 2012

A BUG option to automatically interrupt worker builds which are 1 turn from removing a forest.

This is a commonly requested option which is included in BULL; but the BULL implementation is not safe for multi-player games.

@boetie
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boetie commented May 23, 2012

Hi!

I suggest one of alt/ctrl key + clic on action icon to enable pre-chop/pre-improve behavior, and keep vanilla behavior on simple clic. It would be far better than vanilla or bull interface because you have a simple way to do a simple thing, a complex way to do a complex thing and no option to check :)

@UmTheMuse
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I like boetie's suggestion, but unfortunately the command for chopping already involves shift or something. To have the key do different things depending on where you click sounds confusing.

Personally, I don't use the pre-chop option either, because it confuses me. If I'm not paying attention, I sometimes think that the worker had just arrived on the tile.

I'm also not convinced that pre-chopping is a clearly superior option. Pre-chopping means wasting worker-turns, which I would rather not do. If it were up to me, I'd rather have an alert tied to the tile itself and not the worker.

I'd like to be able to specify number of turns until I need a worker here. Maybe on a separate map layer so it doesn't clutter up the main view or maybe as an adviser list.

karadoc added a commit that referenced this issue Aug 19, 2012
The circumnavigation bonus is only granted if the circumnavigation does
not occur on the first turn of the game. This is so that games which
start with a complete map don't give an unfair advantage to player #1.

Since CvTeam::doTurn is now called after the game turn is incremented,
the circumnatigation min-turn needed to be increased from > 0 to > 1.
f1rpo added a commit to f1rpo/AdvCiv that referenced this issue Dec 26, 2018
If Ctrl is held down while issuing a command to a Worker, the build is stopped one turn before completion. ("pre-build")

If Ctrl is held down while hovering over a tile, the progress on all unfinished builds is shown.

These additions address the following open K-Mod issue:
karadoc#1

I've taken up boeti's suggestion (or maybe I had the same thought independently) with the modifier key.
My implementation is safe for multiplayer - in principle, I've only done one quick test. The whole thing isn't properly tested yet.

Progress on unfinished builds still decays if the tile is left alone for too long. "Too long" is now 8 (was 5 before).

I've adopted some code from BULL. These adoptions are marked with [advc.011c], whereas original code is marked with [advc.011b].
f1rpo added a commit to f1rpo/AdvCiv that referenced this issue Dec 26, 2018
If Ctrl is held down while issuing a command to a Worker, the build is stopped one turn before completion. ("pre-build")

If Ctrl is held down while hovering over a tile, the progress on all unfinished builds is shown.

These additions address the following open K-Mod issue:
karadoc#1

I've taken up boeti's suggestion (or maybe I had the same thought independently) with the modifier key.
My implementation is safe for multiplayer - in principle, I've only done one quick test. The whole thing isn't properly tested yet.

Progress on unfinished builds still decays through change [advc.011] if the tile is left alone for too long. "Too long" is now 8 turns; was 5 before.

I've adopted some code from BULL. (Can't find out the specific author.) These adoptions are marked with [advc.011c], whereas original code is marked with [advc.011b].
f1rpo added a commit to f1rpo/AdvCiv that referenced this issue Dec 26, 2018
If Ctrl is held down while issuing a command to a Worker, the build is stopped one turn before completion. ("pre-build")

If Ctrl is held down while hovering over a tile, the progress on all unfinished builds is shown.

These additions address the following open K-Mod issue:
karadoc#1
(Now that I've amended this commit twice, I realize that I shouldn't have included the Issue link. GitHub has pinned each of my amendments to the Issue. Sorry.)

I've taken up boeti's suggestion (or maybe I had the same thought independently) with the modifier key.
My implementation is safe for multiplayer - in principle, I've only done one quick test. The whole thing isn't properly tested yet.

Progress on unfinished builds still decays through change [advc.011] if the tile is left alone for too long. "Too long" is now 8 turns; was 5 turns before.

I've adopted some code from BULL. (Can't find out the specific author.) These adoptions are marked with [advc.011c], whereas my original code is marked with [advc.011b].
f1rpo added a commit to f1rpo/AdvCiv that referenced this issue Mar 23, 2019
It was working, but only when holding down Ctrl for another second after clicking the build button. I've also simplified the implementation a bit. [advc.011b]

I'm linking to the related open K-Mod issue so that this commit gets linked there:
karadoc#1
f1rpo added a commit to f1rpo/AdvCiv that referenced this issue Apr 13, 2019
Bug introduced by [advc.001b]. bManual needs to be set to true when executing a CvNetPushMission. Tagging karadoc#1
so that this commit gets linked there.
f1rpo added a commit to f1rpo/AdvCiv that referenced this issue Apr 23, 2020
Originally by EmperorFool. Frequently (or, more so, urgently) requested by K-Mod players. Not safe for network games, so I'm letting the DLL treat pre-chop as disabled in network games. I've added a note about that to the hover text on the BUG menu.

The AdvCiv implementation of pre-chop, linked under this open K-Mod issue
karadoc#1
would be safe for multiplayer, but can't be used in conjunction with the Alt+C keyboard shortcut.
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