Ticket #1489 (closed defect: fixed)
[PATCH] Add UI command/hotkey to override enemy gather with attack
| Reported by: | Priqvel | Owned by: | ben |
|---|---|---|---|
| Priority: | Should Have | Milestone: | Alpha 12 |
| Component: | UI & Simulation | Keywords: | |
| Cc: | Priqvel@… |
Description
When I clicked on field of enemy, my soldiers start harvesting, I think they were supposed to attack it =) I guess u need to change it
Attachments
Change History
comment:1 Changed 12 months ago by k776
- Keywords Harvest,enemy,field removed
- Priority changed from Must Have to Should Have
- Summary changed from cursor function to Can harvest from enemy fields instead of destroy them
- Component changed from Core engine to UI & Simulation
- Milestone changed from Backlog to Alpha 11
comment:2 Changed 12 months ago by historic_bruno
- Keywords simple added
- Summary changed from Can harvest from enemy fields instead of destroy them to Add UI command/hotkey to override enemy gather with attack
- Milestone changed from Alpha 11 to Backlog
Gathering enemy "resources" was specifically enabled after discussion (it's more realistic and provides additional benefit for conquering enemy lands). Previously enemy fields couldn't be gathered. I think all we lack is the UI control to choose between attacking and gathering enemy resources. Gathering has priority over attack in the UI so you never get a choice.
comment:3 Changed 12 months ago by historic_bruno
Another example where switching order type could be useful: once we have capturing, if a unit can both capture and attack a target, it might be nice to switch between them.
comment:4 Changed 10 months ago by quonter
- Keywords simple, review added; simple removed
- Summary changed from Add UI command/hotkey to override enemy gather with attack to [PATCH] Add UI command/hotkey to override enemy gather with attack
Added CTRL as attack hotkey
comment:6 Changed 8 months ago by historic_bruno
- Keywords simple, review removed
Thanks for the patch. I think it's the right idea, but there is a conflict with the Ctrl hotkey already being used for garrisoning -- your new code is never run. I made a minor change of swapping the hotkey order and moving the attack check, that seems to fix it.
