As the title suggests, these aren't major - but they do detract from the game. The "auto-go-to-unit" feature (to coin a term) doesn't seem to work very well. When it's time for unit x to move, and I am on unit y, the screen just sits there, with no unit (visibly) selected. I very frequently am unsure what unit I am supposedly working with.
Related to that, I frequently have given unit x a multi-turn move order, then gone and worked with unit y. Unit x finishes its' orders, and then the game seems to "forget" about it. It just sits there. Even if its' my sovereign. This does seem related to the whole not properly executing the whole "auto-go-to-unit" thing.
I turned on the city mod mode thing (which I like, BTW). I then clicked on city and selected "Build." I went into the overhead "mod" view. I then clicked on another city. I moved to that city's mod view, but was not in the "Build" menu. When I clicked off the city, I was still in the directly overhead, highly zoomed in, mod view. I had to manually undo it.
I use the overhead view for city building all the time, and yes, I can confirm that sometimes it doesn't get turned off correctly. I haven't figured out the exact sequence to recreate this, but it is a problem.
The unit move thing might or might not be a problem. If you move a unit and set a multi-turn path for it, it's not going to move again when you hit end turn, it's going to wait until you hit end turn for the next turn. This is similar to the way autopilot works in GC2. Units with destinations set move at the end of a turn, and if you've moved them during a turn, their movement points are already used up for that turn. Now if they are indeed just sitting in the same spot for turn after turn, that is a bug.
The auto select next unit is so annoying that I have it turned off in the game options.
Same here. It seems like units forget to move (which may or may not be happening), but it's also really annoying when you move one unit, discover something, but the camera focuses on your next unit instead. These are some things I'm hoping will be addressed in the near future. It really detracts from the user experience!
Thanks - I will try to clarify. I am referring to the latter issue, where the units are just sitting there. Sometimes I forget about them, and they sit there, unmoving and sort of "off the radar," for several turns. Highly annoying. So, I tested it once. I gave my sov a two-turn move, and then went and micro-managed my pioneers through some monsters. Sure enough, five turns later, my sov was just sitting there, at the end of his two-turn move. He had been sitting, unmoving and unhighlighted, for a full three turns past the end of his given moves!
Couldn't agree with you more. Personally I'd like to see the unit movement handled like Civ 5 does. First unveil whatever the unit discovers, after that do the actual move. That gives enough time to see what the unit saw.
The problem I have with this is that if I autoresolve a battle, it skips to the next unit before the battle results are displayed.
It also is a little over zealous in skipping to the next unit.
I will be turning this off for the foreseeable future.
I agree also with the auto move that does not move.
Also about skipping to the next unit. I did not know it was an option, Disable it becomes.
@ not movingThis happens when there is an obstacle on a road / or the path ? - like an outpost, or an alien unit - conflict of interest I guess
There was none in my game. I tested it often to be sure. My own territory going to reninforce my city and the stack just sat there dumbly
Maybe the pathfinding AI is smarter than we think it is- it realizes when we aren't sending it to the "right" place and simply refuses to go instead?
I hope the work with pathfinding they're doing will resolve some of the auto-move issues.
Perhaps they could add a dot or a border of some kind around the small unit portraits in the upper left corner to indicate which ones have actions that can be done that turn? Green border = you can move/do something | gray/no border = has moved | red = guarding or cannot move due to spell or injury preventing movement?
Add one more to the turn off auto-select next unit parade.
Interesting fact: I notice that we can define both the minimum distance between cityhubs and the minimum distance between buildings. That means you can change these two things to avoid city improvements taking away from prime real estate.
There seems to be a bug with pathfinding where units thinks of stuff as obstacles, when they are not. If you try to go through a one tile wide opening and there is a goodie hut of some sorts, a mine or something on the path, then the unit will consider the path blocked (when it really isnt). Sometimes it will calculate a path through a mine, but when it comes to the mine it will just stop there, other times it will try to find a path around an object that it could pass. Its messy.
It makes me wonder if they get the pathfinding fixed how much better that might make the AI's pathfinding. Unless they use a separate algorithm (unlikely). Brad's all about the AI, so that combined with a confirmation pathfinding needs to be fixed should equate into an improvement in the next Beta release, I hope!
Want to add here, that sometimes I try to move along a mountain, and my units decide all of a sudden to move to THE OTHER SIDE of the mountain... just for sport... (moving some obscure path, usually the other way than I want them).
"Ofcourse" there are a few problems with the move thingies, I find except the one noted above that the rest are minors, and hopefully fixed at some point, though ATM. I have more pressing matters
Sincerely~ Kongdej
Yep. I did notice if I changed the default zoom to be closer, or I rotated the camera, that seems to help it. So it may be a pathfinding issue as well as a UI/location/box rendering issue.
Yes. It's burnt me enough times that now, when I'm anywhere near a mountain, I zoom all the way in and move my army one tile at a time.
I can rotate the camera???
IIRC, you can hit the number keys 1, 2, 3, and 4 to switch to 4 preset views, or you can hold down the middle mouse button and move your mouse to rotate the view yourself. To make the latter approach usable, though, I think you have to turn off the "Snap back" option in the options menu.
oh wow, ty, didnt know i could turn snap back off
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