Sat 27 Jun 2009 11:49:27 PM UTC, comment #14:
whoo hoo! closed.
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Sat 27 Jun 2009 11:21:48 PM UTC, comment #13:
Yep, that's behaving as expected. Seems fixed to me. :)
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Sat 27 Jun 2009 07:41:47 PM UTC, comment #12:
The mouse cursor now changes to a rook icon when shift is pressed and hovering over a city.
Please try it out, and let me know if it's behaving as you expect. Thanks so much for testing and following up on this bug! The game is getting better because of your help.
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Fri 26 Jun 2009 05:38:40 PM UTC, comment #11:
The unit selected and shift+click on a city is only working as expected on the selected unit itself. In the original, it works on any city grid (your own cities being the important ones for it to work on).
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Sun 21 Jun 2009 08:40:58 PM UTC, comment #10:
I've addressed the shift + hover over unit in a city.
I've also addressed some of the see enemy production issues.
Let me know if it works alright, and I'll close the bug.
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Sun 14 Jun 2009 10:01:26 PM UTC, comment #9:
Thanks for taking the time to test out this new feature. I'll try to fix the remaining bugs next weekend.
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Sun 14 Jun 2009 08:38:50 PM UTC, comment #8:
There's one thing I forgot to mention. With a unit selected, shift+click on a city of your own brings up that city's build dialog. Would it be possible to implement that before you close it?
And I was going to suggest that if viewing the production capabilities of enemy cities is enabled, you can view that information when clicking on it with the shift modifier while having a unit selected. However, I noticed that the cursor cleverly changes to the city icon because you can't move into the city. That does remove the need for the shift modifier, but clicking on it doesn't actually bring up the production capabilities of the city unless you deselect the unit. It's a related bug, I suppose.
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Sun 14 Jun 2009 06:58:09 PM UTC, comment #7:
Is this bug okay to close?
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Sun 14 Jun 2009 06:37:58 PM UTC, comment #6:
I haven't implemented the city story page, and I'm not really keen to.
You can still right-click on the city to get the same info.
So I implemented your feature for ruins and temples.
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Sun 14 Jun 2009 01:12:39 PM UTC, comment #5:
I think you missed
unit is selected, shift is pressed and hovering over a city/ruin/temple brings up the select a city cursor, clicking gives you the info page (i.e. the explored/unexplored, city name, the little background story for the city, etc)
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Sun 14 Jun 2009 11:50:44 AM UTC, comment #4:
Hi,
I've implemented the following:
1. grey-out units we can't afford in the buy production dialog.
2. pressing control while hovering over a unit in a city brings up the production mouse cursor.
3. pressing shift while we have a unit selected changes the mouse cursor from a feet cursor into a hand cursor, allowing the map to be dragged.
4. when taking over a city, the occupy button is now on the right.
Another way to deselect a unit is to right-click anywhere on the map. This feature is a holdover from freelords.
The last thing that I haven't implemented yet is the ALT + drag while having a unit selected, and have it draw out the path but not travel along it. This feature is partially implemented already. If you drag your selected unit it will show the path but not travel along it. The problem with grabbing the ALT key is that popular window managers want to move the whole window when ALT+drag happens. Maybe I could put it on CTRL instead. What do you think?
If I missed anything in your bug report, just say so.
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Fri 12 Jun 2009 05:04:39 PM UTC, comment #3:
Sorry for the spam, but I just realized something else. I thought it was a little confusing that all the units showed up as selectable in the "Build Production" dialog and then the "buy" key is grayed out. In the original you could immediately see what you could and couldn't buy because everything that was too expensive was grayed out. The special units never even showed up in the dialog afaik.
Btw, I was skimming through the manual and noticed this.
"Battle on the open seas is an encumbering experience for land-loving army units! Those army units fight with similar effectiveness when on a boat. Flying units will fight with their regular veracity, not being encumbered by the walls of a ship."
I'm pretty sure that in W2 Deluxe, they changed this behavior from W2 because it allowed people to easily build strong navies from the cheapest units available. But I'll have to withhold further comments until I can get my hands on my W2 Deluxe CD-ROM + manual.
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Fri 12 Jun 2009 04:47:41 PM UTC, comment #2:
I'd swear there used to be a way to simply deselect a unit, but if there was, I never really used it. I usually navigated around the map with the minimap (possibly shift+left pressed if something was nearby) and then used ctrl+click (on units) and shift+click (on temples & cities) to do whatever I wanted to do.
"2. Shift+Left-Click-Drag while a unit is selected moves the map. This isn't such a big deal because the screen real estate is bigger in LW. Also you can use the mousewheel to zoom out (I don't know if you found that feature yet). However I'd like to add it in the game anyway."
Other than that open is always nice/good, the main reason I was pleasantly surprised when I found out about LordsaAWar! yesterday was the prospect of playing something like W2 properly on a 19201200 resolution (sadly just 12801024 for my own :P), rather than limited to 640*400.
I've done what I spoke about earlier (grab W2 from an abandonware site and run it with DOSBox) and it seems that using Alt on a unit is the "go here but don't move immediately" option. I think I did use that sometimes in case I misclicked.
As for the parking/defending, I suppose I got confused with fortify in Civilization. In the bottom left of my cities I used to "fortify" a few troops for defense. While not a "proper" feature, it might be something worth taking into consideration?
Another thing I noticed, I think in LordsAWar! you put the Occupy city thing on the right, whereas in the original game it's on the left. I forgot to mention it earlier, but I think I almost sacked a city the first time that occurred. The order in W2 is occupy, pillage, sack, raze.
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Thu 11 Jun 2009 10:30:06 PM UTC, comment #1:
Thanks for taking an interest in LordsAWar! It's always nice to hear from a someone who knows how the game is supposed to behave.
I was never a power user when it came to all of the CTRL+Alt+Shift mousing around. Thanks for pointing it out. I started up WL2 and found that:
1. CTRL+Left-Click-on-unit-in-city does bring up the city dialog. I was wondering how that case was solved in the original game! Thanks for pointing it out.
2. Shift+Left-Click-Drag while a unit is selected moves the map. This isn't such a big deal because the screen real estate is bigger in LW. Also you can use the mousewheel to zoom out (I don't know if you found that feature yet). However I'd like to add it in the game anyway.
I tried hitting ESC in WL2 and it had the effect of defending or parking the unit and moving to the next unit. Hitting Enter had a similar effect, so one is park, and one is defend.
What's missing is good AI, better diplomacy and maybe the Warlord and his nattering. :-) I'd also like to get better terrain tiles.
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Thu 11 Jun 2009 09:58:35 PM UTC, original submission:
The only way I could find to deselect a unit was to press ESC, which automatically went to the next unit (as if I pressed ENTER).
I recall that in Warlords II Deluxe, I used CTRL + click on another unit (or city, I believe?) to select that city and I think that ALT was used for grabbing the map while a unit was selected? I don't recall and I don't have my Warlords II Deluxe CD-ROM or manual at hand to check. Warlods II (not Deluxe) seems to be available on abandonware sites, so perhaps I'll try that with DOSBox to find out.
Other than that, pretty much all functionality that I remember seems to have been replicated (I haven't yet spotted any harbors though? Nor have I had a chance to test sea units through a city). But anyway, if I notice anything else, I suppose that's a matter of other bug reports.
Version 0.1.5 as in Ubuntu 9.04 64-bit repositories.
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