Yes I am using the latest release candidate.
I think the problem is perhaps not the code but my perceived observations of what the code
should do.
This an example in a game I started just to get the facts clear in my mind.
Three notifications appear:
1) 'You have met Kiev'
2) 'Kabul Targets Nearby Encampment
3) 'You have met Kabul'
The icon has the last message as the active one when you mouseover it, in this case about 'Kabul'.
As the message displayed speaks of 'Kabul' you would imagine clicking it would take you to that CS, it however changes to the 1st message and centres over 'Kiev'. This is exactly the way you have coded it, and that code works. The result however is strange,
when you are not immediately centred over one of the messages, ie. on the first click. Afterward clicking the icon simply cycles through and you get the message applying to the location you are now at.
I guess the upshot of this is: you are correct the code in this release does work, and, I am somewhat correct in that the result isn't immediately indicative of the situation.
This is probably something that can't be resolved since the single mouseclick needs to do those two things together, cycle the messages AND centre the screen on the message. Changing the messages displayed would only unsync them once the screen has centred after the first mouseclick. I guess I'm expecting too much from, what is after all, a vastly improved interface than the one Firaxis offered.
The only way I could think to change this is to separate the mouseclicks with something like a left/right arrow overlay on top of the icon that changes the messages first, then clicking the icon takes you to the location of that message. That's probably too much for what are only minor messages.
Let's just chalk it up to
user expectation/coder design mismatch.
Apologies if I added any angst.