> HOWEVER, I do wish you;d allow diagonal movement, and make it cost
> say 1.5 times as much as an orthogonal move. It's a decent approximation,
> and makes moving faster so you can do more stuff in a month, and
> is more realistic to boot. Is there some reason why this is not done?
I'd agree with that. IF it's not a need-to-change-in-50-places kind
of fix, I don't see that there's going to be much impact--though some
otherwise unreachable provinces might need to be checked to see that they
> There is one thing you could do which would vastly cut down on player
> errors, although it would be very hard for you to do: namely, provide a
> move simulator to which we could submit a move, and see what would
Even a simple keyword checker would help.
Wait, for example, and checking to see that the thing to wait for is
a legal (if not valid) thing to wait for. And, iff not LOC, TIME, UNIT,
STACK, or another valid item, flag it. (I chose this one as it seems to
have caught almost everyone who's used WAIT <place> or WAIT <person>
Because the order processor does catch so many, the ones it lets
through are more frustrating.