Quote:
Originally Posted by licker
Asked and answered... seriously with the tinyist amount of intelligence built into the system none of the so far proposed issues (other than the potential bugs, which are of a different nature) are even possible.
If the chain is broken the move order is canceled, and the commander is defaulted to defend. This works for monthly rituals, if there are not enough gems (or targets) the commander is reset to defend.
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Is the whole move order canceled as soon as one of the provinces in the path are no longer passable without trouble? Because if that's the case, then it might be hardly usable in some games, as you'll end up reacting to how the map looks around the battlefront all the time. If you only stop until it directly poses a problem, not in some turns later, you'll have the unwanted effect that your reinforcement armies may run into the hands of your powerful enemy without you knowing. I always hated Wesnoth for that. You set a unit to auto-move somewhere. On the beginning of your turn, new enemies are spotted in front of the Shroud of Darkness. But your lone units still happily end their movement one hex in front of the enemy, as long as that enemy doesn't block their path they're trying to move through, even if that gives an abysmal defense bonus. And in Wesnoth it is extremely important to have a good defense modifier, as is hitting first.
As I said, the feature request would definitely be "nice to have". But given the problems, and that in development feature requests are considered last concerning implementation, I can hardly see it appear in the future.