Previous naval positions get highlighted, as shown at the pictures.
Conditions: Windows 7 Home Premium, 64-bit. Oracle Java JDK8u25, 32-bit.
FreeCol 0.11.1 (b359019).
Its not just naval units, and now you point it out its annoying. I have had a shot at it in git.8cd9ce7, but I am not confident about this fix, so keep an eye out for other cases.
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OK, I think it is useful as-is for the graphics that show the number of turns. You might decide the path is too long and want to choose some other action for the unit.
Are you able to reproduce the problem with the dot-graphics? They should be cleaned up, but I need a test case that causes them to occur.
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I compiled the current revision 0.11.2. And, the dots have gone away, at least at the current game.
The numbers inside house-shoes are useful, but in some rare cases they are showing wrong numbers "1". For example - we have a Scout right next to an Indian settlement with full amount (4/4) movement points. The horse-shoe for any tile but the settlement is gold and w/o the number - we can see that the Scout may move where at the current turn. The horse-shoe for the settlement is gold and HAS "1". So, it tells that the Scout will reach the settlement at the next turn. Although, he will do it at the current turn.
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we have a Scout right next to an Indian settlement with full amount (4/4) movement points. The horse-shoe for any tile but the settlement is gold and w/o the number - we can see that the Scout may move where at the current turn. The horse-shoe for the settlement is gold and HAS "1".
Yes, that is misleading, but not entirely inaccurate. It is showing a 1 because all actions at the settlement will consume the scouts entire movement. There is probably a better way of expressing this.
Do you have any other broken cases?
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OK, I will leave this bug as is for a bit in case some other bad examples surface, but will probably reclassify it as an Improvement Request (for the scout count) in due course.
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Its not just naval units, and now you point it out its annoying. I have had a shot at it in git.8cd9ce7, but I am not confident about this fix, so keep an eye out for other cases.
Confirm, git.8cd9ce7 fixes.
Contact village signs remain after turn is done for both land and naval contacts.
Is this a problem? I can reproduce by dragging the unit to the settlement, but if I then select another unit the dots go away.
Not a big deal. Just a small decorative clean-up.
OK, I think it is useful as-is for the graphics that show the number of turns. You might decide the path is too long and want to choose some other action for the unit.
Are you able to reproduce the problem with the dot-graphics? They should be cleaned up, but I need a test case that causes them to occur.
I compiled the current revision 0.11.2. And, the dots have gone away, at least at the current game.
The numbers inside house-shoes are useful, but in some rare cases they are showing wrong numbers "1". For example - we have a Scout right next to an Indian settlement with full amount (4/4) movement points. The horse-shoe for any tile but the settlement is gold and w/o the number - we can see that the Scout may move where at the current turn. The horse-shoe for the settlement is gold and HAS "1". So, it tells that the Scout will reach the settlement at the next turn. Although, he will do it at the current turn.
Yes, that is misleading, but not entirely inaccurate. It is showing a 1 because all actions at the settlement will consume the scouts entire movement. There is probably a better way of expressing this.
Do you have any other broken cases?
/ Do you have any other broken cases?
No, not right now.
OK, I will leave this bug as is for a bit in case some other bad examples surface, but will probably reclassify it as an Improvement Request (for the scout count) in due course.
Ticket moved from /p/freecol/bugs/2785/
Minor notes:
1) Previous naval positions still gets highlighted.
2) The path shows that the caravel will spend 2 moves to reach a settlement.