Is there a reason why this was changed back? I can understand, I guess if you are in a city, but when you are prospecting a planet that is relatively undeveloped it makes the process even mor tedious then it already is. What exactly do we gain by changing this back?
Because me being on the far left of the city, and teleporting to the top right city makes 0 sense. I'm not certain how tedious prospecting would be before if all you had to do was land, prospect, crossterrain, not even move, prospect, repeat. It seems incredibly easy that way.
Yes, it's more of an inconvenience, but only because you were convenienced for so long by something that was deleted and apparently never put back in. :p
Would it be possible to code it so you could still travel from the bottom right corner and enter the top left square, but have the added time it would take to cross the city/square? And no, this is not Action Queueing
Jesfa, maybe you should make it so that ships move through a city just like someone walking, because right now it makes 0 sense too. /sarcasm
Oh, wait. Ships can fly over buildings? So what's the point of purposefully delaying players to make them fly to another side of the city when they can just fly over the buildings? Doesn't it already take long enough to do many other actions in this game? Ten called it, they don't alter the rules for nothing. This was a purposeful change, convenient sure, and it made sense too. Hell, RM weights were reduced to make the game less tedious. Why turn around and make it more so?
Edited By: Elijah Shoryyhn on Year 13 Day 104 9:19
The difference being, that being able to teleport past an army is going to be bad come ground combat. If I'm setting up a defense on the edge of one city to stop you from getting to the next, I'm going to be super pissed when you just fly the otherdirection, enter a wormhole, and appear in the city I was trying to keep you out of.
I'd assume the rules were changed post deletion, as the devs who I've spoken to don't know why it would have been changed, and several remember it being deleted for an unknown reason.
That wasn't what ah meant Ellias: start at (21, 21) in Square (4, 5) and want to go to Square (3, 4), like you were able to before the change back, just this time adding in the cross-city time (again, would not be an Action Queue)
Tiali. Combat is release fully and squads attack enemies when they spot them.
I setup a defense system around the edges you could enter 3,4 and wait for the intruders. Suddenly the buildings in 3,4 get attacked because the enemy could just walk over from any edge without having to cross my defenses.
That's the reason why you can't crossterrain from anywhere in the square or at the opposite edge of the square.
Also if you hunt someone you never know in which direction he left, now you at most have to check 3 coordinates.
If only the French had known about this the Germans would never have bypassed the Maginot Line and the whole outcome of the 2nd World War would have been totally different (heck, it might not have gone beyond Poland)
Talking about going around defensive installations