View Full Version : No, a unit does NOT need orders
civnoob13 Oct 20, 2010, 10:44 AM Am I the only one who has this problem? It keeps on telling me that a unit needs orders, even when all units have run out of moves for that turn. I have to wait about 20 seconds or distract the system by clicking on something else to actually move on to the next turn ... It also sometimes takes a VERY long time for the system to realise that I have chosen production for a city or chosen a tech.
CarloTheCurious Oct 20, 2010, 10:50 AM Yes, although it's usually only a few seconds delay.
Rohili Oct 20, 2010, 10:52 AM I have the opposite problem - the game will tell me to click "Next Turn", but after clicking it, the game will realise that some of my units still need orders and bring me to them.
The way the game processes unit movement seems to be retarded.
Supr49er Oct 20, 2010, 10:57 AM I have the unit lag too - maybe 5 seconds or so.
Maybe my rig is too slow :(
milk steak Oct 20, 2010, 10:58 AM I have the opposite problem - the game will tell me to click "Next Turn", but after clicking it, the game will realise that some of my units still need orders and bring me to them.
The way the game processes unit movement seems to be retarded.
I believe that's because of the way the game handles multi-move and queued movement. The game processes these queued up moves last, and any movement points after you click 'End Turn' will still need to be used after that queued up movement.
I understood it fairly quickly... /shrug
Also, to the OP: You can force end turn with Shift+Enter.
SlothMD Oct 20, 2010, 11:00 AM Am I the only one who has this problem? It keeps on telling me that a unit needs orders, even when all units have run out of moves for that turn. I have to wait about 20 seconds or distract the system by clicking on something else to actually move on to the next turn ... It also sometimes takes a VERY long time for the system to realise that I have chosen production for a city or chosen a tech.
Hit the W button.
cr0ws Oct 20, 2010, 11:08 AM Previous Civs didn't have this blunder of a blunder bloop, when ending turns all units not moved are regarded as skip turn.
Also I think DX 11 gets bored and falls asleep if it's not running a fast paced, action packed, graphic intensive game.
civnoob13 Oct 20, 2010, 11:48 AM Also, to the OP: You can force end turn with Shift+Enter.
Really? I just feel stupid now! Thanks.
SlothMD Oct 20, 2010, 11:54 AM Really? I just feel stupid now! Thanks.
It's safer to hit the W button - that forces it to find the next unit that needs orders, which will make it quickly realize that there is no such unit.
stormerne Oct 20, 2010, 01:06 PM Really? I just feel stupid now! Thanks.
No need to feel stupid. This has caught out noobs and veterans alike. Like the message that your horseman is out of moves and yet the game is stuck... so you click on the "move radius" button and find it can still move one tile! :crazyeye:
MkLh Oct 20, 2010, 03:07 PM I have the opposite problem - the game will tell me to click "Next Turn", but after clicking it, the game will realise that some of my units still need orders and bring me to them.
This is one of the most annoying "features" of the UI. When I click next turn I want the next turn. :mad:
Ogrelord Oct 20, 2010, 03:11 PM haha
NEXT TURN is a LIE!
risikawi Oct 20, 2010, 04:25 PM Yes, I usualy need to find another unit to click on. I am even more annoyed about being forced to read city state-messages (c`mon, I mouse over them and know everything without having to open them)
I have the opposite problem - the game will tell me to click "Next Turn", but after clicking it, the game will realise that some of my units still need orders and bring me to them.
The way the game processes unit movement seems to be retarded.
I think that is a feature not a bug - units you have ordered to go somewhere move after you end turn and if they move and arrive at destination with MPs still left they ask you what to do
|
|