Autoturn off - issue

I play with autoturn off. When I get to an anomaly, and move to it manually, I often get ontop of the anomaly one turn and get the goodies the next turn. Unless it's a ship, then I get the ship when I get ontop of the anomaly. The message that I got a ship displays next turn tho.
296 views 9 replies
Reply #1 Top
Umm...you should always get whatever you get when you go in anomaly that turn...however, if you have your ship on auto-pilot, it won't pop up the message until you hit the turn button.
Reply #2 Top
Yet another problem with autopilot movement after hitting the turn button. Would it be possible
to change this so that autopilot movement was done by pushing the turn button when there are
no other ships on manual control with movement left? If someone hit the turn button by mistake,
of course, then the autopilot movement should be done anyway, but at least using the turn button
would add some control back into the problem.

Cheers,
Jack
Reply #3 Top
Maybe my brain is just getting tired, but I didn't really follow that...
Reply #4 Top
Uhh a little clarification, Cari - it may be that it happens when it's on autopilot but I abort it to move ontop of the anomoly manually. Im not on autopilot when the ship moves ontop of the anomoly. Anyway - it's a strange behaviour that should be corrected IMO. And yeah, it's probably because of the difference in movement with autoturn on/off.
Reply #5 Top
In the prior alphas the anomaly message popped up when you moved onto the special. Now they don't pop up until you hit the end turn button. I use autopilot sometimes to within a couple tiles of a special and then manually move my ship onto the special.
Reply #6 Top
I was playing a game today (with autoturn) where I manually moved my flag ship into an anomaly, and it was the last ship to move, and it popped up the anomaly screen and the colonize screen at the same time. This makes me think that maybe the anomoly messages should all be queued, not just the ones that you run into on auto-pilot, in addition to the confusion of when an anomaly dialog will pop up.
Reply #7 Top
Whoa. Perhaps I don't quite understand what you are saying, but if you manually
move a flag ship onto an anomaly don't you expect to find out right away? in other
words, how will what you say appear in play?

Cheers,
Jack
Reply #8 Top
Not when something else is popped up anyway. Right now, when anomaly pop ups are queued, they don't come up until the end of the turn so that I don't have to worry about the update code trying to update an anomaly that isn't there (and therefore crashing) but we need to work on the way that stuff is updated anyway. Once the update code is cleaned up a bit, I wouldn't have to wait until the end of the turn so there would be less confusion.
Reply #9 Top
But when making moves manually there should be no poppups popped up. And
you should not be able to move ships with a poppup up. Am I missing something?

I just noticed an error in my first post on this thread. I was trying to suggest that
the autopilot moves could be initiated by pressing the "FIND" button (not the turn
button as I mistakenly keyed there). If this were done two things could result:
1). The poppups could be displayed and disposed of, including making desired
selections without concerning the code with the fact that it is in a "next turn"
cituation.
2). The moves remaining for ships with more than one move point/turn would not
loose excess move points. If a ship has 3 moves/turn and is only one or two moves
from its destination, with the current code, the ship moves to the destination, has
one or two move points left, but looses them due to the "next turn" funciton.

Perhaps, if this idea is implemented, it would also be possible to implement an "are
you sure" check if the "turn" button is pressed and some ships still have moves left.

Cheers,
Jack