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Feature #875954
Action_Success_Actor_Move_Cost cache
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Description
For use with path finding.
Cache if unit type performing action:- always will lose all remaining move fragments
- always will lose all remaining move fragments when moving from non native to native (slow invasion rules)
Related issues
History
#1
Updated by Sveinung Kvilhaugsvik about 2 years ago
- Related to Feature #848684: Retire slow_invasions and BeachLander added
#2
Updated by Sveinung Kvilhaugsvik about 2 years ago
- Related to Feature #848018: Use Action_Success_Actor_Move_Cost for load/unload move fragment reduction added
#3
Updated by Sveinung Kvilhaugsvik about 2 years ago
- Related to Feature #847256: Unhardcode the "OneAttack" unit type flag added
#4
Updated by Sveinung Kvilhaugsvik over 1 year ago
- Blocked by Feature #920268: Effect at least value given universals calculation added
#5
Updated by Sveinung Kvilhaugsvik over 1 year ago
- Category set to General
Even if my current auto games (with action logging via Lua turned on) don't show a desperate need for this I still think it is worth having as more action move cost moves to effects.
#6
Updated by Sveinung Kvilhaugsvik over 1 year ago
- File 0001-Action_Success_Actor_Move_Cost-cache.patch 0001-Action_Success_Actor_Move_Cost-cache.patch added
- Status changed from New to Resolved
- Assignee set to Sveinung Kvilhaugsvik
#7
Updated by Sveinung Kvilhaugsvik over 1 year ago
- Status changed from Resolved to Closed