Yeah, it had the 'out of site' circles, then the unit caught up to it again.Per wrote:Did it ever go out of vision range of the pursuing unit? I am wondering whether the original code used an omniscience cheat for 'Pursue'. That could explain the difference.vexed wrote:I am talking about the original 1.10 behavior, not our builds, which have things broken compared to that version.
I verified in a VM, unit goes after them, just as I described, and chased the unit all the way back to the base.
That is a rather flippant comment.Per wrote:If you want exactly the same game, then why not play 1.10?vexed wrote:I hate removing things from the game, it just isn't the same.
It is possible to retain what Warzone was, yet still enhance it, I thought that was the overall goal here.
Since your initial premise is wrong about it never worked, and that they weren't used very much (it was pretty much noticed in the first week from a call of testing), it seems to me that they should be re-implemented again.Per wrote: The reason for their removal is not inexplicable, I think. As the commit referenced in the ticket said, they were removed because they did not work correctly, never did, were very little used (*), and rather than fixing them we should put work into improving primary orders. The whole secondary order system was poorly designed and a mistake, I believe.
*) Judged on how long time it took for basic bugs in them to get reported...