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#1 |
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Say No 2 Net Validations
Join Date: Sep 2003
Location: near Koblenz, Germany
Posts: 3,408
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The situation:
Playing on a huge archipelago map. Being at war with the Egypts, being located on another continent. Already in the modern ages, so all my cities are connected via railroads. Current empire size: >70 cities; > 380 units At the northern edge of my home continent, there are 4 Galleons waiting for refreshment to be shipped to my bridgeheads at 'Egypteria' Now, what happens each and every turn? Each turn, there are some 4 - 8 Cavalries, Infantries and Guerillas produced. As I am to lazy to send them individually across the map, I've set a continental rally point in front of my northern harbor. ---- but, the units show up there AFTER all other units have been managed! So, I have to make all fighting units at 'Egypteria' (being only three sea tiles away - so I can ship and unload my troops in one turn) wait, then I have to manage all units (some 80+ workers) at my home territory, then I have to make wait all my Galleons, until finally, the new troops arrive at the rally point. <spit> As they are produced at the very beginning of the turn, and don't pop up in their home town anyway, this makes my turns last almost double the time it should be. I think, auto-movement to the rally points should be executed as soon as the production queue has been calculated. Then, it would be possible to make use of the units exactly where you want to make use of them, without to have to do everything else before. This becomes even more urgent, as the result of the fights might influence your decisions about what to produce in your homeland cities. The later would slow down the whole turn even more, in case that you either accomplish your goals or suffer a severe defeat. So, I plea for this to be patchend urgently! |
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#2 |
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Spearmen can beat Tanks!
Join Date: Dec 2001
Location: Waterloo, Ontario
Posts: 216
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Isn't the order your units are activated the same regardless of whether you've set a rally point or not? I'm pretty sure that units created on this turn are always activated last, but I could be wrong.
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#3 | |
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Say No 2 Net Validations
Join Date: Sep 2003
Location: near Koblenz, Germany
Posts: 3,408
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Quote:
Nevertheless, what ever the cause may be for the problem, it is very annoying. And even if units created are always activated last, it wouldn't harm to have them activated as soon as you have acknowledged all the production information at beginning of the turn, as far as I see it. |
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#4 |
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Warlord
Join Date: Jan 2004
Location: North-Central Maryland
Posts: 131
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As I mentioned elsewhere, I haven't played a C3C epic game long enough to use this feature, either, but I agree that units heading to a rally point should be given a priority.
Of course, I'm constantly irritated by the order that my units are activated in...I'll be in the middle of a campaign, concentrating on arranging my invading units as best as possible...then I'm on the other side of the world trying to figure out what to do with this worker slacking off around my capital...sigh...
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#5 | |
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Wonder hog
Join Date: Feb 2002
Location: St. John's, NF
Posts: 477
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Quote:
And I rarely use the "wait" button for units I want to move last, since it doesn't bump them to the end of the queue. Those I "sentry" and try not to forget about them before the end of turn. |
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#6 |
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or maybe later.
Join Date: Mar 2003
Location: N51:32,E0:04
Posts: 54
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How does C3C choose the order player units are activated in?
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#7 | |
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Registered User
Join Date: Feb 2002
Location: Norway
Posts: 1,372
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Re: Continental rally point (patch this, please!)
Quote:
I ue continental rally point similar to what you do, but this rally point affects ships as well. My newly built battleships should not move towards the rally point, but since their move is performed later, I get take command and move them elsewhere. With the current version, I will manage workers, and also most military units that's on the other continent. Those few that need to wait until after the auto-move can easily be ordered to do so by hitting 'w'. I don't see how 20+ clicks of 'w' will make your turns twice as long. |
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#8 |
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Say No 2 Net Validations
Join Date: Sep 2003
Location: near Koblenz, Germany
Posts: 3,408
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hmmm.. you made some valid points....
Nevertheless, the "w"-command doesn't seem to put the particular unit to the very end of the queue, so it pops up in between again, and requires a second "w". And I have to admit, that sometimes I am just lost and have to look around what I really wanted to do with that unit. But this may be part of my personality ;-) Maybe, the solution could be a pop-up for long distance "auto-runs": "x units of type ABC will be sent to this location. Please confirm y/n". Although I am pretty sure that other people then would complain about to have to answer that pop-up.... And for sure it would not fit to a patch, but to "our" new Civ4 :-D , only
__________________
"It is from their critics, not their fanbois, that companies learn the lesson of making good software...." Aristophanes Bello Civ4:Colonization: Modmerge: "Religion and Revolution 1.3" and "2 Plots City Radius" |
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#9 | ||
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Registered User
Join Date: Feb 2002
Location: Norway
Posts: 1,372
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Quote:
But what I think happens, is that the queue isn't changed, only a pointer that points to the next unit to move is changed to the next unit. I.e. if you have units A - Z and press 'w' on A-D, the pointer is moved to E. If you then manually select G and continue from there down to Z, the game rememebers that E and F haven't been moved (or waited), and instead of only activating those, the pointer is moved to the next unit, which is A, so that you'll have to press 'w' for A-D again. This is annoying, pressing 'w' should move a unit to the back of the queue... Quote:
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#10 | |
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Say No 2 Net Validations
Join Date: Sep 2003
Location: near Koblenz, Germany
Posts: 3,408
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Quote:
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#11 | |
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Chieftain
Join Date: Nov 2002
Posts: 16
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Re: Re: Continental rally point (patch this, please!)
Quote:
I was very annoyed by this until I needed to redirect auto movement, then I said damn, it's a good thing those move last! As far as multiple wait commands go...I'm not 100% sure but it has been my experience that you only have to hit "w" once as long as you don't overide the order. For example, I press "w" for unit 1, I move unit 2, there is another unit near 2 that I want to move but it doesn't come up next so I click on it and move it. What do you know, now unit 1 comes up again! |
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