[Freeciv-Dev] [bug #15510] accidently clicking a settler/worker/engineer loses all terrain improvement progress
Follow-up Comment #5, bug #15510 (project freeciv): Yes, that's it. Thanks. ___ Reply to this item at: http://gna.org/bugs/?15510 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15510] accidently clicking a settler/worker/engineer loses all terrain improvement progress
Follow-up Comment #3, bug #15510 (project freeciv): After save and load, improvement progress is lost too. ___ Reply to this item at: http://gna.org/bugs/?15510 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15510] accidently clicking a settler/worker/engineer loses all terrain improvement progress
Follow-up Comment #4, bug #15510 (project freeciv): After save and load, improvement progress is lost too. Are you using 2.2.1? That sounds like a separate issue, a recent regression that will be fixed in 2.2.2: bug #16209. ___ Reply to this item at: http://gna.org/bugs/?15510 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15510] accidently clicking a settler/worker/engineer loses all terrain improvement progress
Follow-up Comment #2, bug #15510 (project freeciv): Another related issue is that I think progress towards an improvement is somehow accounted to individual engineers; if I have one working on a transformation, and later put another one on the same activity/tile, after that, if I want to take one of the engineers off the project, how long the remaining one will take to finish the transformation depends on which one it is (and I have no way of telling them apart). Hopefully the fix will involve some way of telling how far along the project is... ___ Reply to this item at: http://gna.org/bugs/?15510 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15510] accidently clicking a settler/worker/engineer loses all terrain improvement progress
URL: http://gna.org/bugs/?15510 Summary: accidently clicking a settler/worker/engineer loses all terrain improvement progress Project: Freeciv Submitted by: anbe Submitted on: Sunday 02/28/2010 at 16:42 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.0 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Accidently clicking on a unit doing some terrain improvement loses all progress (unless a stack of units is working on the same improvement). It would be nice if this progress would not be lost (before the end of the current turn), but could be continued by the same (or another) unit. This is especially important for long operations like swamp-grassland. Change of mind chains like 67% irrigated - stop - road - stop - irrigate (within a single turn) should continue at 67% irrigated If an interrupted job is not continued in same round it is fine to start over from the beginning later (no need to remember a partially irrigated tile) - fixing up the long abandoned construction site is as expensive starting over from scratch. One possibility to prevent the accidental clicks could be to open the unit selection dialog (only for that single unit) so you have to confirm the cancellation order. ___ Reply to this item at: http://gna.org/bugs/?15510 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15510] accidently clicking a settler/worker/engineer loses all terrain improvement progress
Follow-up Comment #1, bug #15510 (project freeciv): I've been thinking about this too. Changing city production or research and then changing back is very forgiving, but the same isn't true of unit activity. Another example is losing the fortification state of a military unit. I've mostly worked around this by unchecking clear unit orders on selection in the client (and we've recently made some improvements to the behaviour of that option: see for instance gna bug #15195). This makes it much harder to lose a unit's activity by accident. However, it would be good to fix this properly. From looking at the way cities and research does it, it may require changes to savegame/network format to store the original activity. Another related issue is that I think progress towards an improvement is somehow accounted to individual engineers; if I have one working on a transformation, and later put another one on the same activity/tile, after that, if I want to take one of the engineers off the project, how long the remaining one will take to finish the transformation depends on which one it is (and I have no way of telling them apart). I haven't tested this rigorously, though, so I may be wrong about this. ___ Reply to this item at: http://gna.org/bugs/?15510 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev