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#1 |
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King
Join Date: May 2002
Location: Spain
Posts: 663
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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:
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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Mods: Civ 4 BTS: New sentry actions for units, Civ 4 Colonization: New orders for units |
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#2 |
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Emperor
Join Date: May 2010
Location: New Zealander in Brisbane Australia
Posts: 1,225
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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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#3 | |
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King
Join Date: May 2002
Location: Spain
Posts: 663
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Quote:
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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Mods: Civ 4 BTS: New sentry actions for units, Civ 4 Colonization: New orders for units |
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#4 |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,570
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more ui fail from firaxis first cant skip turns in city and now this is also a bug
__________________
- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#5 |
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Prince
Join Date: Oct 2006
Posts: 389
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I can build a road right beside enemy troops with no escort and nothing will happen.
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#6 |
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Inventor
![]() ![]() Join Date: Feb 2003
Location: Arizona, USA (it's a dry heat)
Posts: 12,217
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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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Democracy Game Revival DemoGame Social Group MTDG II - Mad ScientistsListening: "A king, in order to be a true leader, must listen with his ears, eyes, and heart, giving his people his undivided attention." |
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#7 | |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,570
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Quote:
__________________
- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#8 |
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Warlord
Join Date: Sep 2010
Posts: 225
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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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#9 |
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Chieftain
Join Date: Dec 2005
Posts: 38
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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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#10 |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,570
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They're XP farming! This is occasionally useful for humans to do.
__________________
- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#11 | |
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Prince
Join Date: Oct 2010
Posts: 476
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Quote:
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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#12 | |
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Destroyer of Worlds
Join Date: Nov 2003
Posts: 104
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Quote:
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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#13 |
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Emperor
Join Date: May 2010
Location: New Zealander in Brisbane Australia
Posts: 1,225
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#14 |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,570
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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.
__________________
- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#15 |
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Emperor
Join Date: May 2010
Location: New Zealander in Brisbane Australia
Posts: 1,225
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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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