It's the worst combat / movement system in the Civ series. Aside from making the game even more unrealistic, it is also responsible for a large part of the brain dead AI and the end of turn slowness as the game works overtime on simple path finding. Stupid on a lot of levels.
It was a deliberate design choice. I'm not sure why they would change it in a patch.
They didn't accidentally or randomly decide to implement 1upt. It's pretty clearly something they designed a lot for.
And quite frankly, I love it. I loathed having a 'wars' that were only about having a ridiculous stack of units sliding around the map and demolishing whatever they approached.
And now sometimes happend to me that i lost catapult or archer because enemy said hello with his cavalry out of nowhere to my units. And i think its good.
It's the worst combat / movement system in the Civ series. Aside from making the game even more unrealistic, it is also responsible for a large part of the brain dead AI and the end of turn slowness as the game works overtime on simple path finding. Stupid on a lot of levels.
I really agree on this. It would be so helpful to have a route display or something.
Also, someone above said you can't put Spearmen+General, or Warrior + Worker on the same tile, and uh... that's just wrong, because you can!
It can't be done, because the 1UPT and it's obvious..
If you could do the whole movement route clearly all the units will cross-path each other, breaking the path itself...
So it will be not implemented.
And i think is way too stupid that non combat units can't stack, and that "neutral" can block the passage I had a worker that was stopped by a nice explorer for 4 turns... And i can say that happens a lot...Totally game braking...I never seen a game using a so stupid mechanic to move units, absolutely trash....
Well, I am 99% certain they are already going to address this. When you initially select a destination, a path is displayed. Why would this be any different if you select that same unit 1/2/10 turns later? It already knows it's destination. It's just a matter of drawing the path to screen again.
Funny, I rarely, if ever, have problems moving units. I don't understand why you are having a problem. It uses very standard, basic movement functionality.
Your issue with units being "trapped" by neighboring units has been going on since the dawn of Civ. Civ5 at least allows you to move "through" adjacent friendly/neutral units, thoug, if you have enough movement points to move beyond them.
UH??? I'm not sure if you ever played a civ game before. Civ IV allows you to stack with neutral civ units (it only asks if you want to declare war, answer no, and it will stack)....
And you don't have problem to move units? I need to show you some saves where is a crowd of people blocking the passage If i have enough movement points? With a worker on a forest\hill tile?? Are you sure to playing actually Civ V?
And speakig of the first statement, if it displays the path, why the option has not been implemented before launch??? It's simple, if you think a little, because moving unit within a path leads to path-crossing, where the initial path selected for a unit is blocked by another one unit's path (cause they cannot stack)....
Amazed by those statements...
You make a lot of assumptions, but not a lot of sense. But it's obvious that you are just interest in looking for faults in the game and in other people's posts rather than solutions and applying common sense. Sometimes you will even view facts as faults based upon your bias and make them out to be "obvious" or "simple."
Sometimes things have not been implemented because of oversights. People have asked for it, and I am fairly certain that they have acknowledged it.
Every unit has a path. When you click on a unit, there is nothing preventing the caculation of that path at the time of clicking on it. The paths update each and every turn for your units, if you hadn't noticed. Your assessment is flawed. I would surmise that you have never done any coding, particularly any gaming code, otherwise you would have a much better grasp on what you are trying to explain. More importantly, you would realize that you are incorrect.
And I have been playing Civ since 1. But please, continue your condescension when trying to have a civil discussion. It obviously makes you more right when you do this.
Are you sure you speak seriously? If you have an automatic update for path, do you know of much it takes to be calculated evey time it verified an "if" with path-crossing? The simplier solution is to interrupt the automatic path, but that's very useless if you have to move a lot of units. To Calculate the positioning within a board with multiple pieces moving at once, in exclusive box, takes ages... And i have plentry of computer engineers as fellow civ friends that stated that....
I'm polite and countering your statements with logic assumpionts, i questioned your experience, because you stated of traffic jamming in Civ franchise before, which is wrong, as i wrote.
And you do not answer to my questions about neutral unit and enough movement... You only accuse me of some sort of hate... My criticism is far more positive than your calling me basher or something else, i made clear the problem, that is huge to common sense and that is very difficult to work out without stacking (limited or not)...
Surely it is not too much to ask that this be changed in the next patch. The functionality is obviously still there, so giving us access is only a relatively simple tweak. I am not suggesting that 1upt be dumped altogether, but rather I am asking that what we had in civ 1-4 be returned as an option in the game setup screen.
I haven't played Civ4 in a couple years. So it is very possible that I forgot of Civ4's handling of this.
It doesn't change the rest. The paths of each unit are processed each turn. They have to be. If you have noticed, units that you have set destinations to often change their paths. To be more precise, each turn, each unit:
- Checks to see if the current path is obstructed
- If the path is currently obstructed, calculate a new path
- If the path is not obstructed, use the current path
There is no reason that it cannot be implemented that when you click on a unit in transit that the above function cannot be called prior to displaying the current path of the unit. It would be a very (VERY) simple implementation. All the functionality is there, they just need to call the above function followed by the function which displays the path.
Now... rereading your latest response, you may be trying to describe the same thing. It's hard to tell since we may be calling things differently. The whole process is typically called "pathfinding." I think you are separating different components of pathfinding and calling one thing pathfinding and the other thing something else. It could be a language gap. Whatever the case, the functionality is readily available and non-intrusive, and will cause no performance issues.
So you are speaking of pathfinding, but pathfinding is something that is applied to avoid the intersection of solid objects in a path. It is applied in the RTS but it is not so easy to implement in games based on bidimensional box-board (or chessboard if you like it), where the avoiding rule is not based on spatial dimension, if you understand what i'm saying... To be honest there is another factor that you need to consider, the movement of the piece involved on the board, that is limited. So if implemented, it can cause a lot of strange movements. An example, to clarify that for the future, is the inability of the automatic exploration movement to avoid borders of neutral city-states...
Right. I think we are both talking about the same thing, in a sense. I am talking about pathfinding in its entire functionality whereas you are talking about the actual calculating the path, which is a component of pathfinding.
And yes, I realize I oversimplified the steps. That was intentional. There are many more complexities to pathfinding. One additional one is that if the target tile is occupied, clear the existing path and activate the unit. Another is if the path is blocked, and the target tile can no longer be reached, clear the existing path and activate the unit. I am sure that Civ5 has much more involved (accounting for movement, terrain, etc.), but these things are relatively trivial as for the demand on the system, particularly when we are talking about one unit.
No matter what is taken into consideration and what the entire pathfinding process includes, it still doesn't alter the fact that by clicking on the unit, that this entire process can be done immediately and the resulting path (whether stored or newly derived) be displayed on screen, or even simply displaying the destination square if you want to save processing.