Dukasaur wrote:[In B4 merge, as the saying goes.]
Great success. Merged.
Moderator: Community Team
Dukasaur wrote:[In B4 merge, as the saying goes.]
Kaskavel wrote:Has been suggested before under something like "unlimited adjacent". It is a logical suggestion and a natural evolution of the current settings. I ignore the reasons it has not been accepted.
PapaGeek wrote:And a note to the current and retired admins, the programming has already been done for trench. Once you advance an army in a trench game, that region is flagged in such a way to say you can’t advance “from” there again. Since the programming has already been done for the attack mode, just duplicate it for the reinforcement mode, same logic!
Metsfanmax wrote:PapaGeek wrote:And a note to the current and retired admins, the programming has already been done for trench. Once you advance an army in a trench game, that region is flagged in such a way to say you can’t advance “from” there again. Since the programming has already been done for the attack mode, just duplicate it for the reinforcement mode, same logic!
It is more complicated than that. What if you have troops that were already on the target destination that you want to move? We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.
Dukasaur wrote:Metsfanmax wrote:PapaGeek wrote:And a note to the current and retired admins, the programming has already been done for trench. Once you advance an army in a trench game, that region is flagged in such a way to say you can’t advance “from” there again. Since the programming has already been done for the attack mode, just duplicate it for the reinforcement mode, same logic!
It is more complicated than that. What if you have troops that were already on the target destination that you want to move? We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.
When a territory is transferred into, it is flagged and cannot be transferred out of on that turn. If there are any troops in it prior to that transfer, they are locked in, but if the player thinks ahead and wants to use those troops, he can transfer them out before transferring any in.
We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.
Metsfanmax wrote:It is more complicated than that. What if you have troops that were already on the target destination that you want to move? We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.
Dukasaur wrote:When a territory is transferred into, it is flagged and cannot be transferred out of on that turn. If there are any troops in it prior to that transfer, they are locked in, but if the player thinks ahead and wants to use those troops, he can transfer them out before transferring any in.
Metsfanmax wrote:Besides, imagine playing a speed or freestyle game with these settings and trying to mentally keep track of which order you need to reinforce in with 9 seconds left on the clock.
Metsfanmax wrote:Dukasaur wrote:Metsfanmax wrote:PapaGeek wrote:And a note to the current and retired admins, the programming has already been done for trench. Once you advance an army in a trench game, that region is flagged in such a way to say you can’t advance “from” there again. Since the programming has already been done for the attack mode, just duplicate it for the reinforcement mode, same logic!
It is more complicated than that. What if you have troops that were already on the target destination that you want to move? We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.
When a territory is transferred into, it is flagged and cannot be transferred out of on that turn. If there are any troops in it prior to that transfer, they are locked in, but if the player thinks ahead and wants to use those troops, he can transfer them out before transferring any in.
Yes, that was anticipated by my commentWe don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.
Besides, imagine playing a speed or freestyle game with these settings and trying to mentally keep track of which order you need to reinforce in with 9 seconds left on the clock.
Kaskavel wrote:Metsfanmax wrote:Dukasaur wrote:Metsfanmax wrote:It is more complicated than that. What if you have troops that were already on the target destination that you want to move? We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.
When a territory is transferred into, it is flagged and cannot be transferred out of on that turn. If there are any troops in it prior to that transfer, they are locked in, but if the player thinks ahead and wants to use those troops, he can transfer them out before transferring any in.
Yes, that was anticipated by my commentWe don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.
Besides, imagine playing a speed or freestyle game with these settings and trying to mentally keep track of which order you need to reinforce in with 9 seconds left on the clock.
I do not think you understood each other, and it would not work like that anyway. If a region has 3 troops and you reinforce there 5 more troops, then the game will allow you to reinforce only 2 troops from there, the "old ones"
PapaGeek wrote:The technical method used to implement something like this would be up to the admins and developers. As a computer geek, like my name says, I know there are multiple ways it could be done. Not knowing the code, it is not possible to say which would be easier and more trouble free to implement.
The main purpose of the suggestion was to implement a reinforcement option that parallels the concept of trench warfare.
Stephan Wayne wrote:Every day is Fool's Day on CC.
Kaskavel wrote:Bump
Users browsing this forum: Evil Semp