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Comments (7)

tuvus avatar tuvus commented on May 24, 2024

Hello! Although there isn't an issue for it yet, this has already been fixed. The fix should be in 4.9.1 patch 2. See Fixed AI exploration #10586 for more details.

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SomeTroglodyte avatar SomeTroglodyte commented on May 24, 2024

already been fixed

OP seems to report manual multi-turn moves are affected too - that fix won't cover that, or does it? Or is that part a misunderstanding? (Won't try to repro, I don't do 'Ludum Tribu'.)

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tuvus avatar tuvus commented on May 24, 2024

What do you mean by manual? Clicking the automate button?
If so, this is a part of the fix since they use the same code.

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yairm210 avatar yairm210 commented on May 24, 2024

This results from the previous player having "move on turn end" and this player having "move on turn Start", known bug, I know we have an issue open for it, but we don't have a good solution

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yairm210 avatar yairm210 commented on May 24, 2024

The question is, how to indicate to the next multiplayer player that the "beginning of turn" actions have not yet been taken, we could do it with a bool now that I think of it but this will require some thought

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SomeTroglodyte avatar SomeTroglodyte commented on May 24, 2024

previous player having "move on turn end" and this player having "move on turn Start"

Ooooh, sounds obvious in hindsight. So, in MP ignore the player's setting, on game creation (backhogwarts compat would set it on first load with updated client) ... shut up. As I was saying, on game creation, copy the creator's setting into the GameInfo and use that henceforth... Maybe even on Options Popup while such a game is running...

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SomeTroglodyte avatar SomeTroglodyte commented on May 24, 2024

What do you mean by manual

Click unit with 2MP, r-click Tile 12MP away. Multi-turn move. No automation. OP said "unit moves to destination also dont do anything" (without supplying any proof). My hunch is - nope that works. But then what could those words mean other than chaff?

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