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Old 10-20-2017, 01:11 PM   #11
GranitePenguin
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Join Date: Sep 2006
Location: Plainfield, IL
Default Re: Is there an "undo"?

Quote:
Originally Posted by AurochJake View Post
What do you mean by the UI making mistakes for you? You can draw the path you want to take by clicking on the hexes you want to pass through if you're unhappy with the suggested path.
Quote:
Originally Posted by offsides View Post
I think the issue is that many players (myself included) will simply double-click on the target hex assuming the unit will take the optimal route (which would imply NOT moving through dangerous terrain unless explicitly told to). And then occasionally watch in horror as the unit goes the wrong way...
1000% this. Because the UI currently allows movement to happen this way, it's easy to shoot yourself in the foot because the AI is (and I don't say this lightly) stupid; incredibly, horribly stupid. If you just double-click where you want to go, the unit goes there however it feels. The problem is it is not a suggestion; it just moves there when you double-click.

Basically, what you have to do to avoid that is what you suggest: map out the route manually and then double-click. I suggest you drop the automatic move on double-click when no route exists; that way lies madness (and anger). It's too easy for the unit to move prematurely into a bad path. A better UX would be force a single-click to display the route, then allow the double-click to acknowledge; not allow a direct double-click.

I also have serious issues with the AI making simply crap choices for movement in the first place. It should not pick a path with very real consequences (like getting stuck in a swamp or rubble) over a clear path; ever. That's simply a fail. If I manually force the issue myself, that's something else entirely; but that isn't what's happening here.

What I'd be really interested in testing is if it's consistent (i.e., does it always pick the same crap path?).
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