Auto-disbanding retreating units

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diplomat61
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Auto-disbanding retreating units

#1 Post by diplomat61 » Tue Aug 20, 2019 12:40 pm

In the drive to avoid delays why not have retreating units with nowhere to go auto-disband?
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yuuki
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Re: Auto-disbanding retreating units

#2 Post by yuuki » Tue Aug 20, 2019 1:09 pm

I can't plus one this post enough

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pyxxy
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Re: Auto-disbanding retreating units

#3 Post by pyxxy » Tue Aug 20, 2019 1:54 pm

Looks like it's a long-standing issue (just for context)
https://github.com/kestasjk/webDiplomacy/issues/194

PRINCE WILLIAM
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Re: Auto-disbanding retreating units

#4 Post by PRINCE WILLIAM » Tue Aug 20, 2019 3:24 pm

This will speed the game only in the case when one player has a retreat to do and it is auto disband. In all other cases, you still have to wait for the others who have retreating options while to install this function may be quite difficult from the programming aspect and not worth the effort.

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Re: Auto-disbanding retreating units

#5 Post by bo_sox48 » Tue Aug 20, 2019 4:20 pm

pyxxy wrote:
Tue Aug 20, 2019 1:54 pm
Looks like it's a long-standing issue (just for context)
https://github.com/kestasjk/webDiplomacy/issues/194
As is so clearly and eloquently delineated here, "this is a major adjudication change which would require extensive testing." It may be something that we can look at when we are finished with other large pending improvements. Right now we have multiple exciting projects in the works that will affect games and gameplay more regularly, so this is pretty low on the priority list until those are coded, tested, and implemented properly.

It is a wonderful idea and if there is anyone out there who wants to dig into our adjudication code and try to solve it, this link is the place to start.
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