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Old 02-11-2009, 06:21 AM
jwallstone jwallstone is offline
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Join Date: Dec 2008
Posts: 73
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"6. Small one: It's not optimal that when you explore say a grave and there's units in it but you're full, it just destroys the troops forever. Rather mark it as (Visited, skelleton archer: 6). I understand that you don't want to make every grave into "a shop" in it's behavior since that would be anoying too, you'll have to treat it as a seperate case with logic along the lines of: if full, take none, update note to the above, else take all."

I completely agree. This bugs me consistently. Since there is no way to tell beforehand whether a grave has money or troops, you're left with leaving them all untouched or trying every one and losing lots of potential troops. It's especially annoying because it would have been so simple to just code it the way you suggest.
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