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Old May 08, 2011, 06:09 AM   #1
Pep
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Fortify until healed bugged?

I have noticed that when you move an injured land unit to one of your cities the behaviour is as follows:
  • If you select "Fortify until healed" for the injured unit, when it heales completely the unit is auto-garrisoned in the city, instead of auto-selected it so you can use it. I usually move an injured unit to a city to heal it quickly, not to garrison it. I think this is a bug: "Fortify until healed" should return the unit to your control, regardless if it is in a city or in a non-city square.
  • Sometimes, you don't even have the "fortify until healed" order for your unit. It garrisons automatically.

Naval injured units behaviour is correct when you select "fortify until head" in a city. It returns the unit to your control once the unit is fully healed.
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Old May 08, 2011, 06:36 AM   #2
snarzberry
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I thought you were going to suggest that when you select 'fortify until healed' on a unit out in the field that it automatically alerts you if an enemy unit comes into sight as the way it is now is retarded. I haven't noticed about the fortify heal in a city not notifying you when it's done but I'm sick of checking every turn to make sure my injured scout doesn't need to run away from some enemy unit to save his life. Remember when you could see red dots on the small world map indicating where your enemies were? miss that.
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Old May 08, 2011, 06:48 AM   #3
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Quote:
Originally Posted by snarzberry View Post
I thought you were going to suggest that when you select 'fortify until healed' on a unit out in the field that it automatically alerts you if an enemy unit comes into sight as the way it is now is retarded. I haven't noticed about the fortify heal in a city not notifying you when it's done but I'm sick of checking every turn to make sure my injured scout doesn't need to run away from some enemy unit to save his life. Remember when you could see red dots on the small world map indicating where your enemies were? miss that.
What you mean is another enhancement and I agree with you. It should be a new order for a unit "Alert until healed". It would return the control of your injured unit when it is fully healed or an enemy enters its range of vision before it's healed. In fact, I created a mod in Civ IV to introduce this order.

Also it should be great to have a "move and alert order": it would return the control of the unit when an enemy enters its range of vision before the final spot of the movement.
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Old May 08, 2011, 10:35 PM   #4
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more ui fail from firaxis first cant skip turns in city and now this is also a bug
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Old May 09, 2011, 12:46 AM   #5
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I can build a road right beside enemy troops with no escort and nothing will happen.
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Old May 09, 2011, 12:57 AM   #6
DaveShack
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It appears leaving a military unit in a city for any reason results in it being garrisoned. It even makes good sense to a programmer. By definition, a garrison is a military unit that stays in a city, and a military unit that stays in a city is a garrison. A non-garrison is just a unit which does not stop on the way through.

IE:
If unit.isMilitary() & !unit.wasMoved() & unit.location.isCity() then
unit.setIsGarrison()

No comment on whether it's good for the player for this to happen. But my bet is on "technically working as designed, not a bug".
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Old May 09, 2011, 03:27 AM   #7
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Quote:
Originally Posted by DaveShack View Post
It appears leaving a military unit in a city for any reason results in it being garrisoned. It even makes good sense to a programmer. By definition, a garrison is a military unit that stays in a city, and a military unit that stays in a city is a garrison. A non-garrison is just a unit which does not stop on the way through.

IE:
If unit.isMilitary() & !unit.wasMoved() & unit.location.isCity() then
unit.setIsGarrison()

No comment on whether it's good for the player for this to happen. But my bet is on "technically working as designed, not a bug".
however it does not make sense for 2 different commands to do exactly the same thing on a tile which leads us towards a bug conclusion
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Old May 09, 2011, 05:19 AM   #8
Teperi Blaze
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I heal my scouts with the Alert command, only to remember that I have a scout 40 turns later!
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Old May 09, 2011, 08:18 AM   #9
Talim [own]
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Also cant the CS just move their damn unit instead of being shot/heal by barbarian ship for >100 turn ?
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Old May 09, 2011, 01:57 PM   #10
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Quote:
Originally Posted by Talim [own] View Post
Also cant the CS just move their damn unit instead of being shot/heal by barbarian ship for >100 turn ?
They're XP farming! This is occasionally useful for humans to do.
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Old May 09, 2011, 04:13 PM   #11
joyous_gard
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Quote:
Originally Posted by DaveShack View Post
It appears leaving a military unit in a city for any reason results in it being garrisoned. It even makes good sense to a programmer. By definition, a garrison is a military unit that stays in a city, and a military unit that stays in a city is a garrison. A non-garrison is just a unit which does not stop on the way through.

IE:
If unit.isMilitary() & !unit.wasMoved() & unit.location.isCity() then
unit.setIsGarrison()

No comment on whether it's good for the player for this to happen. But my bet is on "technically working as designed, not a bug".
The player should have the option to skip a turn in a city... it can behave as if garrisoned, but needs to alert the player to its existence on the next turn... I hate leaving units in a city because they just get swallowed into the abyss that is my memory... a unit moving through a city, if it ends its turn in a city, should be considered as a garrison and keep moving next turn. This type logic should work for healing too... garrison until healed and then alert the player.

On a related note to the general "units in cities" problems... I had issues where units could not attack out of a city and I don't know if that got resolved with the last patch. 2 patches ago, that problem got added, and I haven't really been playing that much.
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Old May 09, 2011, 05:28 PM   #12
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Quote:
Originally Posted by joyous_gard View Post
On a related note to the general "units in cities" problems... I had issues where units could not attack out of a city and I don't know if that got resolved with the last patch.
I don't think it's been fixed, that happened to me last night.

I really wish you didn't have to garrison units at all, and that just having them in the city would be enough. It a PITA to garrison a ranged unit, fire from the city, and then fire with the ranged unit. I don't think there's a lot of strategic value in deciding whether to fire with a ranged unit vs. keeping it garrisoned.
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Old May 09, 2011, 06:32 PM   #13
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Quote:
Originally Posted by TheMeInTeam View Post
They're XP farming! This is occasionally useful for humans to do.


Exploit!!!
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Old May 10, 2011, 12:55 AM   #14
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Quote:
Originally Posted by snarzberry View Post
Exploit!!!
Of course! Everything is an exploit by the dictionary definition of the term, after all.

Note: city garrison stuff is definitely still bugged...it's like you have no valid commands inside a city except "fortify" or "move". You still can't skip turn, either, and this is incredibly annoying.
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Old May 10, 2011, 01:28 AM   #15
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I was just winding you up of course

Yeah I've noticed you can't skip turn when in a city. So many unnecessary clicks, and don't get me started about the build queues...
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