Units not unselected after movement

Pazyryk

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Jun 13, 2008
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Units that have spells/abilities to cast aren't un-selected after they use up all movement. I'm sure this isn't (or wasn't) base FFH feature.

-On one hand, I really appreciate this and it works well in games where I cast my world spell early. (So actual spellcasters can move/cast without "back-selecting" the unit.)

-On the other hand, this has made one game of mine almost unplayable. I haven't cast my world spell yet (and don't really want to yet). So every time I move a unit, that unit is still selected. I have to manually select the next unit, or hit space to auto-select the next. Perhaps it sounds like a small complaint, but this becomes a real annoyance with 20 or so units to move around. (I first thought this was a bug specific to that game, until I figured out that it had to do with spellcasting.)

Am I the only one with this problem? Is there a way to turn this off? (Yes, I know I could cast my worldspell. But is there another solution?)
 
It happens also when a unit ends its movement in a city, if the export/import food ability is valid. I'd say either: 1) make it only for bona fide spell casters (arcane and priests, or perhaps linked to chanelling or somesuch) or 2) make it an option that can be turned on/off on the options menu. Basically, I'm saying that I really like it for mages, etc., but really hate it in almost any other unit.
 
I have already fixed the import/export food issue. Which worldspell causes trouble?

You can tempfix it by adding this to the XML of the Spell.

<bNoInterruptUnitCycling>1</bNoInterruptUnitCycling>
 
Thanks for the fix! I wasn't aware that the effect could be (has been) deactivated for specific spells/abilities. I noticed the effect specifically in a Clan of Embers game, so the For the Horde (is that what it's called?) needs that tag.
 
Ah ha, now I know why some of my units would move and keep "wanting attention."

For what it's worth, the Scion's cheap unreliable warriors, the "Centeni", have a spell usable anytime called "Bonus Pay" (juices them up for $) which seems subject to this condition. Can be annoying. But I suppose can also be a decent reminder that these guys can be juiced up if they happen to end their turn near something unexpected, like an animal or barb. Guess it's debatable whether having this forced reminder is a good thing or a bad thing in any case.
 
I think bonus pay also needs to be changed. Let me know if you come across more issues.
 
Same issue with birds if carrying unit has a piece of equipment.
Edit: not just birds but any unit in the same tile.
 
speaking of which, is there a way to forbid hawks to have religions ( no more Esus hawk spreading it everywhere lightning fast ) and equip items? ( possibly also applies to animal units, i.e. no tigers with orthus axe etc. )
 
I have updated the hotfix with the following changes
- InterruptSpellcasting fix for Worldspell for the Horde
- InterruptSpellcasting fix for Export/import food abilities
- InterruptSpellcasting fix for many equipment items
 
A couple more I noticed in my last game. The first two are particularly annoying because the effects don't even work if the unit has no movement left:

Dancing Bear (maybe other animal cages?)
Convert city (was FoL but maybe others too)
Hide nationality and reveal nationality for shadow unit
 
A couple more I noticed in my last game. The first two are particularly annoying because the effects don't even work if the unit has no movement left:

Dancing Bear (maybe other animal cages?)
Convert city (was FoL but maybe others too)
Hide nationality and reveal nationality for shadow unit

Dancing bear isn't a spell, it's an ability similar to academy from great sage. Maybe something else that is responsible?
which convert city spell do you mean? I found one for Rantine and one for Basium which I think both can stay.

fixed hide nationality and reveal nationality.
 
The dancing bear and (at least some) other animal cage abilities seem to trigger the "interrupt cycling" mechanism. Does it matter Selphi that these are abilities and not spells? What's annoying is that even though unit cycling has been interrupted, and the ability button seems available, nothing happens if you press it but have no movement left (you have to wait for next turn). Same for religious spread by missionaries. Same I think for academy building by sages. These should either have the "interrupt cycling" removed or they should work with no movement left (like most spells).

It's only a very minor annoyance now. But I'll keep listing since you have been so good about fixing it.
 
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