Follow-up Comment #2, bug #20269 (project freeciv): It occurred to me that "Shidt + T" even couldn't really unload units from ships at shore - that would leave cargo on its own on non-native (ocean) terrain. "Shift + T" to really unloading units, as opposed to current behavior of simply activating them so that user can unload them, it would need to move units to (random?) adjacent land tile.
Would it be better or worse for the usability if "Shift + T" behavior depended on whether cargo can exist in current tile or not - all units would get activated, but those that can exist in transporter tile would also get automatically unloaded to that tile. That would fix both problem of not being able to unload zero move_rate units, and the case where cargo should stay at the city it's unloaded in? Or should this work (as I suppose it currently somehow does) that you first use "Shift + T" to activate cargo, and then "U)nload" them, or unload them using citydlg present units area. _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?20269> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev