and another very annoying thing - the goto command!

I want an option that allows me to stop got-units from leaving roads because the roar

  • Yes!

    Votes: 6 100.0%
  • Nah!

    Votes: 0 0.0%

  • Total voters
    6
Joined
Dec 5, 2001
Messages
7,475
I found that if you send unit via goto or 'j' to a location and the shortest way is blocked, they will take detours withou asking. That isn't very good, because they will often turn off the roads or rail, even go into mountains - and you end up loosing more turns that simply letting them rest for a turn would cost you.


Firaxis - please change that! At least, give us an option where we can choose whether units should do as they dfo now or stop if the way is blocked and they'd need to leave the roads/rails!
 
I dislike how they will go off the road to get to the destination. Even though they get to the desired spot in the same number of turns, they would still have some movement left if they had stayed on the road. :mad:
 
Worst is if I'm sending a worker via RR, and the destination shows "1" move to get there (maybe to build th enext section of RR). I don't see a foreign unit on the RR, so my worker automatically goes off RR onto road (one move off, one back on), so when he gets to the destination he has no move left to built the RR. I would prefer if he just stopped before the obstruction - he would then build a RR on the adjacent squares. It's even worse with the J command, and all the workers get to the destination with no moves left. With creativity, I can work around this problem, but it's still annoying when moving many workers to set up the initial RR network.
 
even more frustrating is a unit who - in going to his destination - apparently looks blocked since he just keeps moving 1 tile forward then 1 tile back, then forward, then back again. this even happens with worker automation.
 
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