I'd suggest doing it as most RTS do it and only scroll if the mouse is in the outer most edges of the screen.
Taken into consideration. Thanks.
sometimes you have units from the far side of the formation walking all the way over to the other side of the formation just to even it out
That's intentional, It's in order to make the groups organized. I had to choose between increase in performance or a very minor change.
Are you planning on using terrain? If so: do you have any good plans for pathfinding?
Yes. Buildings, bridges, water, dirt roads, etc. will all be part of it. I was thinking of implementing the A* algorithm but it might be too much for AS3. I'll work at it when the time comes.
And another thing: the select-circles seem to be changing size every time i give a selection a command. Intentional? Am I imagining?
No you're not imagining, the circles redraw themselves when you select them using the drawOval() function. The oval radius is determined by a Pythagoras calculation (a^2 + b^ = c^2.... a being width, b being height and c being hypotenuse). So when the units rotate slightly, the height and width of the displayObjectContainer (the restraining movie clip) is changed, causing the hypotenuse to be slightly different, resulting in a different Oval size. In any case, the Oval is still drawn to always tightly surround the unit from it's longest side.
And for curiosity, I'm programming a RTS too, a somewhat old demo is here.
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Either it doesn't work, or I don't know the controls. XD. Can you post them here?