Thunderbrd
C2C War Dog
I have some gamefunction issues that aren't causing crashes or any reason for panic but are just flat annoying that I wanted to bring up so I figured I'd start a thread for such issues.
Currently I have:
1) Boat unload function isn't working properly.
I used to be able to tell a boat that was carrying units to 'go to' a coastal land space and when it tried to it would shove all the units on the boat ashore onto that space. This, combined with the fact that I can't use mass grouping tools on boarded units (except for 'all of the same unit' before I think Galleys are introduced) correctly - even if I have say a worker on a boat selected and use either mass grouping tool, it will generally assume I mean I want to select all of the same or all types in the stack of NAVAL units instead - creates a completely insufferable environment wherein I must individually select each and every unit for unload individually, unless I'm dropping them off in a city which makes a huge mess where a huge attack force is concerned. Whew... pain in the butt there. The dropoff used to work on this mod but it does not in v17 so something has been changed there. Possible it stems from AND or RevDCM base changes I suppose...
2) Grouping tool is buggy all over the place in general
I get issues here that I often just cannot make heads nor tails of. Suffice it to say I often find I need to just individually select each unit I want in a group with the shift key.
3) We need building type sort buttons.
I offer the highest of kudos to whoever got these buildings to sort by the production cost in the build list. But I don't think we're done.
I strongly suggest to anyone playing this mod that they USE the features in the Bug options for C2C that allow you to hide buildings you can't build and to eliminate accidentaly wasting a lot of build time to hide buildings that already have existing upgrades. These should be set as defaults for those poor hapless newbies who wouldn't know the options exist and are too overwhelmed with the options to sort through them yet.
But it would be even more convenient if I could get the building list to bring to the front all 'Production adding' or 'Food adding' buildings as I wished. We are able to sort and even filter by troop, standard building, and wonder but this added sorting tool would save a LOT of time and very real headaches as I tirelessly seek out familiar icons through my build lists. Being able to bring what I'm looking for upfront would lead to a lot less mistakes and hassle!
4) We haven't really discussed much, anywhere in the civopedia, how Zone of Control works, and from what I can tell, it doesn't seem to work as intended. Can anyone explain what this does exactly and how it does it?
5) When cities are captured troops are being inexplicably pushed around the map.
Yeah... wtf? This makes it extremely difficult to get defenders, now suddenly pushed away from the city and stripped of move points because they were standing next to the city when it was taken, in to defend against a counterattack. How many troops have been lost in this chaos? Countless so far. And I cannot make heads nor tails of how this is happening, why this is happening, and what to expect when I take a city so I can be prepared for it. Has anyone else been struggling with this?
Currently I have:
1) Boat unload function isn't working properly.
I used to be able to tell a boat that was carrying units to 'go to' a coastal land space and when it tried to it would shove all the units on the boat ashore onto that space. This, combined with the fact that I can't use mass grouping tools on boarded units (except for 'all of the same unit' before I think Galleys are introduced) correctly - even if I have say a worker on a boat selected and use either mass grouping tool, it will generally assume I mean I want to select all of the same or all types in the stack of NAVAL units instead - creates a completely insufferable environment wherein I must individually select each and every unit for unload individually, unless I'm dropping them off in a city which makes a huge mess where a huge attack force is concerned. Whew... pain in the butt there. The dropoff used to work on this mod but it does not in v17 so something has been changed there. Possible it stems from AND or RevDCM base changes I suppose...
2) Grouping tool is buggy all over the place in general
I get issues here that I often just cannot make heads nor tails of. Suffice it to say I often find I need to just individually select each unit I want in a group with the shift key.
3) We need building type sort buttons.
I offer the highest of kudos to whoever got these buildings to sort by the production cost in the build list. But I don't think we're done.
I strongly suggest to anyone playing this mod that they USE the features in the Bug options for C2C that allow you to hide buildings you can't build and to eliminate accidentaly wasting a lot of build time to hide buildings that already have existing upgrades. These should be set as defaults for those poor hapless newbies who wouldn't know the options exist and are too overwhelmed with the options to sort through them yet.
But it would be even more convenient if I could get the building list to bring to the front all 'Production adding' or 'Food adding' buildings as I wished. We are able to sort and even filter by troop, standard building, and wonder but this added sorting tool would save a LOT of time and very real headaches as I tirelessly seek out familiar icons through my build lists. Being able to bring what I'm looking for upfront would lead to a lot less mistakes and hassle!
4) We haven't really discussed much, anywhere in the civopedia, how Zone of Control works, and from what I can tell, it doesn't seem to work as intended. Can anyone explain what this does exactly and how it does it?
5) When cities are captured troops are being inexplicably pushed around the map.
Yeah... wtf? This makes it extremely difficult to get defenders, now suddenly pushed away from the city and stripped of move points because they were standing next to the city when it was taken, in to defend against a counterattack. How many troops have been lost in this chaos? Countless so far. And I cannot make heads nor tails of how this is happening, why this is happening, and what to expect when I take a city so I can be prepared for it. Has anyone else been struggling with this?