Move, Discover, and then Undo?

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kronenblatt
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Move, Discover, and then Undo?

Post by kronenblatt »

I moved my unit up a hill, discovered some enemy units behind that hill (giving me more information), and now it seems I can still undo that move. Is that WAD?
DiscoverAnd Undo.jpg
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https://www.slitherine.com/forum/viewtopic.php?t=108643
rbodleyscott
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Re: Move, Discover, and then Undo?

Post by rbodleyscott »

The Undo code counts the number of units visible before the move, and after, and only forbids an undo if more are visible after the move. Otherwise the code would have to be a hell of a lot more complicated.

This does, however, mean that occasionally the checksum fails to prevent an undo after revealing a unit.

We consider this acceptable. The purpose of the exercise was to prevent do-undo being a useful scouting tactic, and the vast majority of the time it isn't.
Richard Bodley Scott

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kronenblatt
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Re: Move, Discover, and then Undo?

Post by kronenblatt »

rbodleyscott wrote: Fri Jul 31, 2020 4:41 pm The Undo code counts the number of units visible before the move, and after, and only forbids an undo if more are visible after the move. Otherwise the code would have to be a hell of a lot more complicated.

This does, however, mean that occasionally the checksum fails to prevent an undo after revealing a unit.

We consider this acceptable. The purpose of the exercise was to prevent do-undo being a useful scouting tactic, and the vast majority of the time it isn't.
OK, then I know: thanks, Richard. Would you consider it 'gamey' to push UNDO in a situation like this?
kronenblatt's campaign and tournament thread hub:

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rbodleyscott
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Re: Move, Discover, and then Undo?

Post by rbodleyscott »

kronenblatt wrote: Fri Jul 31, 2020 6:52 pm
rbodleyscott wrote: Fri Jul 31, 2020 4:41 pm The Undo code counts the number of units visible before the move, and after, and only forbids an undo if more are visible after the move. Otherwise the code would have to be a hell of a lot more complicated.

This does, however, mean that occasionally the checksum fails to prevent an undo after revealing a unit.

We consider this acceptable. The purpose of the exercise was to prevent do-undo being a useful scouting tactic, and the vast majority of the time it isn't.
OK, then I know: thanks, Richard. Would you consider it 'gamey' to push UNDO in a situation like this?
Not for me to say. The game allows what the game allows. I certainly couldn't cry about it - the current imperfect system is deemed "good enough" - to avoid every move having to record a full database of every visible enemy unit before a move and check it after.
Richard Bodley Scott

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