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[UI MOD] Light Touch: Worker Automation, Unit Control Functionality

I've been playing some with this and it's excellent, but like another user here I've also set the autofortify to be disabled at gamestart ( it's not useful until army sized increase anyway ... ) .

shouldn't the default behaviour work via R-click and the autofortify work via M+Lclick ? it'd be cool to know how to change this, or maybe you can add another toggle that inverts the two?

same for the worker automation, sometimes you just want to move the worker in a city and you get the popup. all in all I think the vanilla behaviour should be rclick and the tweaked behaviour should be m+lclick.

it could also be useful to add a toggle for the fearless workers behaviour, cowardly workers are better in the early game :D

thanx for the good work :)
 
found an incompatibility:

Light Touch does not work alongside with Gedemon's Custom Advanced Setup Screen ( hotseat with mods ) , player 1's units move on their own during other players' turns and there's no way to give em orders.
 
[to_xp]Gekko;11732179 said:
I've been playing some with this and it's excellent, but like another user here I've also set the autofortify to be disabled at gamestart ( it's not useful until army sized increase anyway ... ) .

shouldn't the default behaviour work via R-click and the autofortify work via M+Lclick ? it'd be cool to know how to change this, or maybe you can add another toggle that inverts the two?

same for the worker automation, sometimes you just want to move the worker in a city and you get the popup. all in all I think the vanilla behaviour should be rclick and the tweaked behaviour should be m+lclick.

it could also be useful to add a toggle for the fearless workers behaviour, cowardly workers are better in the early game :D

thanx for the good work :)

Ok, I guess I'll expand the "options" window and allow turning this features on or off. Currently you can completely turn off the auto-fortifying in the options menu. The mod was primarily intended to be used in late game, so you can disable it in your game, and then re-enable when the empire grows big enough.

I was planning a new version release with some new features, but couldn't get to completing it. I'll try to add menu options in that new release.

[to_xp]Gekko;11737388 said:
found an incompatibility:

Light Touch does not work alongside with Gedemon's Custom Advanced Setup Screen ( hotseat with mods ) , player 1's units move on their own during other players' turns and there's no way to give em orders.

I haven't tested it in MP, and while I would like to make it MP compatible, it will probably take some time and research on my part, as I haven't even looked into it. Thanks for reporting a bug though, this at least gives me a starting point.
 
First off, I have to tell you Redox that I LOVE this mod! I use it in every game, and it's made my worker management SO much easier. There's only two VERY minor quirks that I've learned to live with. 1) Remebering to disable the "auto-fortify" option when I start, and 2) when I re-load a saved game, all my "light-touched" workers seem to have forgotten their city bindings, so as soon as they finish whatever tile they were working, I have to re-assign them to their cities. I'm guessing that fixing this issue would alter the savegame format somehow, though.

I don't know what features you were looking to add in future versions, but there are two forms of automation I would still LOVE to see, though I don't know how practical they would be to add to your mod.

One would be automated road-building. Civ4 had a "Build Trade Network" option that made the work just improve resource tiles and build the roads to connect everything. I REALLY miss that option. Honestly, if I had to choose which to automate and which to micromanage, I'd rather have the network automated and handle the terrain improvements myself. If you wanted to integrate it into Light Touch, I suppose it could be a checkbox under the food/hammer/gold focus option to "connect to neighboring cities" or something similar. Or even allow the player to have the worker EITHER improve the city's land OR connect to its neighbors.

The other would be an option to have a military unit "escort" a worker(or even a settler) around. I've been having a LOT of trouble lately with barbarians showing up and stealing my workers before I can get enough of a military spread around to discourage such things. I could see this either as a "passive" escort, just staying on the worker's tile to discourage capture, or an "active" escort, auto-attacking enemy/barb units who get within range.


I have NO idea how feasible it would be to add features like these into your mod, and I certainly don't want to seem ungrateful. What you've already done is VERY useful, and has made my Civ experience a lot more fun :)
 
I've been playing Civ since DOS, and I've always wanted workers that work like this. Thank you for removing this annoyance from my life, and Firaxis people, FFS, put this mode in all future versions of Civ. I'm specifically talking about being able to tell workers to do improvements for a single city, and what to focus on. Everyone knows fully automated workers are useless, and manually controlling workers is tedious and unfun. This mode is a huge improvement to the game.
 
Has anyone thought about bringing this mod into 2016? It's actually a nice mod and does work with BNW even though the last time the author worked on it was 2012. It however, doesn't work with the Enhanced User Interface. It really doesn't need the auto fortify and the auto re-porting. It actually makes the workers AI so much better.
 
someone update this mod to work with EUI and Community Balance Patch please!
 
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