I am unable to backup the Dragon in 0615 to 0314 for some reason, the program will only allow me to walk forward, the backup option does nothing when i select that hex as the destination.
I've noticed something like this myself; on occasion, a unit won't back up even though that button was clicked and will instead plot its path via turning and walking forward. This seems to happen mainly when the unit's rear isn't actually facing the hex it's supposed to back up into at the time, and making sure it does (by manually explicitly ordering the unit to turn so it faces straight away from its destination hex first) seems to address it as a workaround.
I figure this behavior must have been introduced with some fairly recent (i.e. likely within the last month or two) change or other to the game's pathfinding algorithms, but haven't looked at those in any detail.
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It doesn't look like it does it everytime. However, what I've found that if I click on Back Up, then click on a path that is walking forward, then click escape, then try to walk back to hex 0507 (using the Dragon in 0608), that it will always path a walking forward path.
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It looks like the problem isn't related to the path planner, rather it's related to the UI. Sometimes the gear isn't getting set or something when the Back Up button is clicked.
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On further testing, I found that what was actually happening was that I was clicking too soon. If you click a button, move the mouse off the button, then release, the button doesn't actually press. I guess when I was rapidly repeating tests, this would happen occasionally.
I added some logging messages so I could see how things were happening and what I found was that the only times I could reproduce the reported bug was when I didn't actually click the Back Up button (even thought I thought I had).
A potential issue is that, there's no real indication to the user what "gear" the unit is in (where gear is the state within the MovementPhaseDisplay that effects what path gets planned). If the UI reported this to the user, it would be more clear to the user.
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I'm not 100% sure, but at one moment I've added a feature that allows a walking unit to move forward and backward when its faster than moving in one direction.
This feature had a side effect - walk button did not force unit to move backwards, it chose forw/back depending on mp cost. The way to force backward movement was to turn unit first, then click on a destination.
I've might left it on or turned it off. If it is on I vote for leaving it on.
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Ok, I'm going to consider this fixed as of [r11357].
Right now, there's a highlight cursor that will highlight the hex of the selected unit in white. I changed it so in the movement phase, the color of the highlight will reflect the movement mode. It's tied in to the advanced options, so in walk mode it will highlight in the walk color and likewise for jump and back-up. This way, the user gets visual feedback when they click on walk, jump, and back up.
You will need to submit a saved game for this.
I've noticed something like this myself; on occasion, a unit won't back up even though that button was clicked and will instead plot its path via turning and walking forward. This seems to happen mainly when the unit's rear isn't actually facing the hex it's supposed to back up into at the time, and making sure it does (by manually explicitly ordering the unit to turn so it faces straight away from its destination hex first) seems to address it as a workaround.
I figure this behavior must have been introduced with some fairly recent (i.e. likely within the last month or two) change or other to the game's pathfinding algorithms, but haven't looked at those in any detail.
I was able to recreate this issue. I'll attach a saved game.
It doesn't look like it does it everytime. However, what I've found that if I click on Back Up, then click on a path that is walking forward, then click escape, then try to walk back to hex 0507 (using the Dragon in 0608), that it will always path a walking forward path.
It looks like the problem isn't related to the path planner, rather it's related to the UI. Sometimes the gear isn't getting set or something when the Back Up button is clicked.
On further testing, I found that what was actually happening was that I was clicking too soon. If you click a button, move the mouse off the button, then release, the button doesn't actually press. I guess when I was rapidly repeating tests, this would happen occasionally.
I added some logging messages so I could see how things were happening and what I found was that the only times I could reproduce the reported bug was when I didn't actually click the Back Up button (even thought I thought I had).
A potential issue is that, there's no real indication to the user what "gear" the unit is in (where gear is the state within the MovementPhaseDisplay that effects what path gets planned). If the UI reported this to the user, it would be more clear to the user.
I'm not 100% sure, but at one moment I've added a feature that allows a walking unit to move forward and backward when its faster than moving in one direction.
This feature had a side effect - walk button did not force unit to move backwards, it chose forw/back depending on mp cost. The way to force backward movement was to turn unit first, then click on a destination.
I've might left it on or turned it off. If it is on I vote for leaving it on.
Yea, I think that's reasonable. The path planner is supposed to pick the shortest path.
Ok, I'm going to consider this fixed as of [r11357].
Right now, there's a highlight cursor that will highlight the hex of the selected unit in white. I changed it so in the movement phase, the color of the highlight will reflect the movement mode. It's tied in to the advanced options, so in walk mode it will highlight in the walk color and likewise for jump and back-up. This way, the user gets visual feedback when they click on walk, jump, and back up.
Related
Commit: [r11357]