[Freeciv-Dev] Re: Active Units Dialog Extensions
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On Mon, Dec 31, 2001 at 07:38:37PM +0100, Christian Knoke wrote:
> On Mon, Dec 31, 2001 at 02:03:51AM -0500, Daniel L Speyer wrote:
> > Here is a patch that adds two buttons to the activeunits
> > (f2) dialog. These are to find a unit (Uh-oh, there's a barbarian
> > galleon, which city do I have a destroyer in?) and to change all of a unit
> > (Ah, I have mobile warfare, I should stop building artillery with 30
> > different cities). I have been playtesting this for a long time (I
> > actually submitted it back during 1.11, but it got lost) and it is very
> > stable. This version has been slightly cleaned up, and should have no
> > unpleasant side-effects.
> >
>
> I've tried your patch; I have had thought about something slightly
> different before. Rather than "Find Nearest"
> I wished to have a command "awake all" units of a special kind,
> e.g. cruisers, amor, usefull when it's time for war. Now then I
> write this I think this should be limited to units in cities or not
> fortified, for not to break fortification.
I also wished this for a long time.
> Also, if I'm not wrong, "Find nearest" finds the unit near the
> active unit, that needn't to be an enemy unit, right? And why not
> wake the unit up at once and close the dialog?
>
> The second button you've implemented, "Change in progress" would
> be more convenient if implemented as a popup menu. Personally
> I'm used to do this from City report, so I don't really need it.
>
> So, what about two buttons "Find nearest" and "Wake all"?
About the "next unit" button. You can cycle through all units of the
type. The map is always re-centered. The counter resets if you close
the dialog or the amount of units change.
Raimar
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