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Is your feature request related to a problem? Please describe.
It's very easy to make moves by accident, we've all done it, some of us more than others. In LongTurn, the consequences for this can be far-reaching.
Describe the solution you'd like
Rather than sending all actions to the server as they happen, make the move on client-side only and queue them up in sequence ready to be executed at once.
Queuing can be toggled to/from immediate execution in a menu checkbox.
The queue can be manually executed by the player using a menu option.
The queue is executed automatically when the player requests for something to be done that reveals more information. E.g. revealing tiles in fog, making an attack etc.
The previous action can be undone using a menu option, up until the most recent execute.
There is a menu checkbox to delay fog updates, which means that moving units in the vicinity of fog won't reveal new information and can therefore be queued
When making an attack, there is an option to queue the attack rather than resolve immediately, to prevent the queue from executing. This would allow staging a series of attacks to occur simultaneously, which may help deal with RTS.
There is a popup about queued actions on leaving the game, allowing you to execute or discard.
(Could have) Store plan queue client-side so that they can persist between sessions.
(Could have) A menu option to schedule the queue to execute at a specific time in the future.
Describe alternatives you've considered
Your mother.
Additional context
This mirrors the same features from the popular open-source turn-based strategy game Battle for Wesnoth, as well as some FreeCiv specific adaptations.
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
It's very easy to make moves by accident, we've all done it, some of us more than others. In LongTurn, the consequences for this can be far-reaching.
Describe the solution you'd like
Rather than sending all actions to the server as they happen, make the move on client-side only and queue them up in sequence ready to be executed at once.
Describe alternatives you've considered
Your mother.
Additional context
This mirrors the same features from the popular open-source turn-based strategy game Battle for Wesnoth, as well as some FreeCiv specific adaptations.
The text was updated successfully, but these errors were encountered: