armaggeddon counter is in the way

Seont

Chieftain
Joined
Dec 18, 2006
Messages
90
this is just a little annoyance of mine, the armaggeddon counter is in the way, it blocks me from selecting some of the research options when they appear on the top, which is admittedly rare, but also when trying to use the next/previous buttons in the city screen, which i use quite frequently, it blocks me from using the previous button, which gets aggrevating. I know there is supposed to be a hot key for next and previous, but i can never remember them, and sometimes have a cat in my lap and its all i can do to reach the mouse.
There may be other controls blocked as well, but i haven't noticed them.

It looks like you would just need to tweak it a very small amount, either shrink or rotate.
minor grip, but it just really got on my nerves yesterday, kept having to cycle all the way around because i over shot, etc.
 
Yes this is a problem, but i believe you can just press the arrows keys in the city selection screen instead of that button.
 
currently a worker will stop working if a hostile moves next to him, and thats great, but there are still three aggrevating situations related to this.

The first, i think is beyond any expectations of the ffh crew, but thats when say a lizard man, or a unit with greater than 1 movement, moves within striking distance of a non combatant. Sometimes i over look the unit, but other times i am unable to get to the unit before he has exhausted his turn, (for example when everyone is either automated or fortified.) and i have to reload or just take the hit. I see this mentioned as a reason goblins were lowered to one move. but i'm guessing updating the trigger range to stop an automated worker would be difficult and cycle intensive, also it would aggrevate the second situation.

The second situation, I often give consequtive orders to my workers, only to find a barbarian drop beside them, i kill the barbarian, but now must give all those orders all over again as they get completely cleared. having not looked at the sdk, i ask, is there a way to both preserve their orders and prevent them from executing them so long as a barbarian is beside them, so that if i take out the barbarian, they'll proceed as if nothing happened, but if i don't, the worker will still have his movement points so i can get him to safety when i cycle to him?

The last involves workers who move into a tile that puts them next to a hostile because of automation. I'm fine with this when i don't know the hostile is there, i.e. obscured by the fog of war, thats my own stupidity, but when i can see the hostile, and have just lost track of all the automated guys i have running around, or else when the path they were supposed to take, as shown when i gave the orders, which would have been safe, isn't followed, well thats kind of aggrevating.

i realize these are not gripes with FFH, but rather with civ 4, and i also realize that getting your own content and its bugs fixed is priority one, But seeing some of the wonderful and ingenious work done with this mod, was wondering wondering if any of this is feasable, and practical.
 
Equally annoying as the automated workers is when an automated explorer gets killed. When I control my scouts, the extra range allows me to plan their movement so that they are (usually) safe at the end of a turn. When I automate their exploration the seem to seek out the tiles that sit next to spiders or skeletons on a regular basis.

This is more of just a gripe than anything else. It would take a lot of work to make the automation AI work better. It may make the computer controlled players more challenging though if some of the automation functions of unit movement were improved.
 
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