Game Play (undo key)

BobV

Chieftain
Joined
Jun 16, 2004
Messages
48
Location
US
I just want to say I'd like to see an undo key, One to undo the last move because sometimes things just dont land where you expected. Another might being a trun undo key. Like holly crap I didn't realize that would start a war! Anyway I some times find it very frustraiting when my troop land next to the tile I intended for him to go or I say I thought he would be able to attack after his movement and then find out too late that he can't.
 
You can always load the last autosave. I understand your point, and truly, it is simpler and faster than loading, and essentially with the same result, but there is something about an "undo" in civilization that I do not like. Besides, those mistakes could create excitement from frustration, and might just improve your overall game.
 
maybe, the only thing i have against it is that it would be easily used for cheating. say im at war with Persia, i have a paratrooper paradrop onto a strategic mountain. luckt for them, they have a unit threre so i die, or i may have a unit on the border with Persia, send it to a mountain on the border, and see every square filled with modern Armours. but at the same time i know what you mean, oh no!!! i didn't mean to move those workers THERE! or; NO! i didn't nuke that square!!! or, oh dang, i already had a worker minign, and thats a better idea then the worker i just tiold to irrigate, but i am in support of this idea overall, but i dought it can reasonably be included
 
I suppose it would be up to your personal honour, as far as scoring and official games are concerned, undos could be recorded, impact your score, and the count could be shown. Also, you could set a pregame preference to allow/disallow undo which could not be changed once the game begins.
 
Undo would come in handy some time - not so much for bad decision, but just for those time you hit the wrong key (I'Ve lost track of how often I hit the wrong arrow key, resulting in my units moving where it shouldn't have, or when it should't have, and so forth. Losing a turn because you accidentaly hit the wrong key is REALLY annoying.
 
In some games, the undo key is available only to undo movements that have not generated new information. For example, pressing the wrong arrow could be remedied as long as no new enemy units were revealed. While this would prevent exploits, this would also severely limit the usefulness of such a key.
 
i actually like that idea TP, as long as it doesn't count for grey square exploration (i.e. i accidently move a warrior, and he changes a grey area to a lighted one, although nothing interesting was revealed) of curse this could also lead to huge black square exploration exploits
 
Actually, ybbor, that is one of the issues of this nothing-revealed undo button--should revealing new improvements (or the lack thereof) in a square be considered "new information"? To truly safeguard against exploitation, even that would have to be considered information that eliminates the undo possiblity. The result, however, would be that the undo button is basically useless unless it is a matter of, say, accidentally moving a worker to a wrong location inside your territory (which also happens to be the source of most of my movement errors anyway).

Any suggestions? I would think any method around this would involve modifying the interface...
 
i think it would turn out to be addictive to cheat in this way, i'd rather not have a very convenient way of reloading.
 
The way Trade-peror suggests it is the only way I'd like to see it. If it did not update any information, then it'd be okay. Right now you can always go back to the beginning of you turn (assuming you use auto-save).
 
I just accidently loaded a warrior into an army with 3 Modern Armors, you can bet I support the undo button movement.
 
I am DEFINITELY siding with T-P, WS and Sealman on this one!!! Undo keys are just open to exploitation! I say, if you want to repair your 'mistake' so badly, then just reload your last save-I know thats what I do!
That said, though, I agree with T-P that undo would be fine if it did NOT result in info being updated!

Yours,
Aussie_Lurker.
 
The exploit factor is to great to include an undo button. Miscommunication happens not only in the game civilization, but also in real life. When you make an error, consider it a little bit of miscommunication with your troops!
 
Yeah, because that will make someone feel a whoooole lot better if they accidentally move their last Tank east instead of north into the capital city of the enemy which has only a single 1 HP Rifleman left. ;)
 
/me also wants an undo button that only works on non-revealing noncombat moves
 
I think the undo button should only exist for workers, if it worked for units you could just attack and if you lost just undo and try again until you win this would make the game less fun because would start playing without really paying attention to the game.

I say this because I like the fact that you won't always win against a weaker foe, because it gives it that I'll get you next time and you won’t be so lucky you lucky thingy you factor. :D
 
I just promoted my calvalry to shock. All but two of them. Right at the beginning of the first major war involving tanks, infantry, and marines...

I certainly WANT an undo key, for that sort of stuff. Movements... meh. Maybe not. But clicking action buttons (improvements / promotions etc.), definatly...
 
You definitely shouldn't be able to undo battle, I think we all agree on that!

I am not sure about the new information or lack there of.

Perhaps you could only be allowed one undo every 5 turns, or 10 turns however long seems right. I guess in the early game 10 turns isn't that long but late in the game 10 turns can take a while. Perhaps one undo every 10 minutes or so despite the turn counter, after all we will make mistakes based on time.

I have had it happen to me a couple of times that I tell a unit to move somewhere and it tells me it will take a particular route which I am fine with and instead it takes the route through the open past the enemy. That little "miscommunication" cost me my capital and so I had to reload, I ended up having to reload a couple of times to get him to take my route.

Whilst I can understand the miscommunication explanation, and accept that if something really bad is affected I can just reload, an undo button would be appreciated. So for me it is definitely for movements.

With workers, I am sure it would be possible to wait until the end of the turn until their action is committed, so even though you've told them to build something you can go back to them and click cancel and get their turn back, even if at this late stage it didn't undo their movement. In fact isn't it like this at the minute?
 
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