Auto unit cycling

I seriously doubt it will ever be changed, because it stuck through throughout Civ 4. A real pain though, almost or just as much as not being able to see the paths you set for a unit (WTH, seriously, why not Firaxis?)
 
I seriously doubt it will ever be changed, because it stuck through throughout Civ 4. A real pain though, almost or just as much as not being able to see the paths you set for a unit (WTH, seriously, why not Firaxis?)

What are you talking about? No Unit Cycling was an option in civ4. I'm fairly sure it was even in the vanilla game unpatched.
 
Another related frustration: You have a worker selected and go into a city screen to decide what improvement to build, when you return the game cycles to another unit, not the worker you were previously controlling.
 
Be aware, it's really not much of a mod.

It's better described as "Here, I'll click this option for you". ;)

lol, yeah it's more like enabling an option that was deemed too buggy for release, as PieceofMind pointed out in an earlier post (Bugs with multiple turn movement orders etc.). I still like using it though, especially since I have the manual unit cycling buttons (comma and period) programmed in my mouse for quick access.
 
I'd love to see the return of the \ key to select the unit that was previously selected--the one you just gave the wrong order to.
 
I think I am finding out why this option is not included in the game.

It seems it reveals a few minor bugs. For example, it seems to cause multiple-turn move orders not work properly.

Keep in mind, we might not be talking about the same thing, but...

I edited the XML file option to true on no_unit_cycle, and experienced the broken multi-turn moves I think you were talking about. Oddly, it even looked as if I had to order my workers to continue building a given improvement every turn, as well. Each new turn presented me with the worker command bar, regardless of what I told them to do last turn, such as build farm. Then I noticed - the command bar on the lower right said "End Turn" and not "A unit needs orders." So I simply ended the turn and the worker continued building the farm.

This got me to thinking about multi-turn instructions in general, so I started messing around with a fortified warrior I had. Turns out the multi-turn move order behaved just like the worker - even though it looks like you have to reissue the command every turn, you can simply end turn and it will carry out the assigned future moves (as long as you've dealt with all your other units).
 
How come what should've been a design choice coherent with the notifications system was deemed a too buggy for release option?

No unit cycling should be the default. You should just get the "Unit need orders" message in the Next Turn button and nothing else. That way after you've dealt with all other prompts, like chossing production, choosing policies and dealing with city-states messages, you can just go to the battle field, move your army, and then, and only then, start being bothered by workers and any other military units.
 
That way after you've dealt with all other prompts, like chossing production, choosing policies and dealing with city-states messages, you can just go to the battle field, move your army, and then, and only then, start being bothered by workers and any other military units.

This doesn't sound like a problem with unit cycling but rather that the UI should only cycle units when you actually issued an order to the current unit. Changing production, entering city screens, talking with other leaders and city states, these things should not cause the selected unit to change.

Most of the time I want the UI to cycle units as I give orders so I don't have to keep hitting W. It's only during wars that I want the camera to stay focused on the battlefield. And if it could more intelligently pick which unit to select next, I'd be happy to have it cycle units during war as well.

Is there more to it for you all that I'm missing? It seems that 80% of the problem is that it cycles units when it shouldn't (haven't issued orders), 15% that it cycles to units across the map when there are units within view that still need orders, and 5% that it should just "know" that you want the camera to stay put. We should be able to fix the first 95% and still benefit from unit cycling.
 
I've said it before, but I play the game with one hand resting on the keyboard so that a finger is on the w key, and one hand on the mouse obviously. Using the w key to cycle units is completely natural to me now. Cycling units more intelligently is still not ideal when you want to cancel worker builds immediately after giving the order. I know a lot of people don't bother with that form of micromanagement, but I still do.

But otherwise you are mostly right EF that the unit cycling itself is not usually the problem but how it picks the next unit and especially the events which trigger it to cycle to another unit. The most annoying at the moment for me is the setting up a catapult to fire on its first movement point and then the camera pulling away immediately to another unit.
 
Just wanted to say thanks to Raethwyn and PieceOfMind for this mod.
It really was beginning to drive me insane flying all over the map when I'm trying to co-ordinate my armies!

Thanks guys! :D
 
Cycling units more intelligently is still not ideal when you want to cancel worker builds immediately after giving the order.

Since you cannot issue multiple orders anymore, maybe you can make it so SHIFT + <order> will cancel it immediately.

The most annoying at the moment for me is the setting up a catapult to fire on its first movement point and then the camera pulling away immediately to another unit.

Weird. My game does not do this. When I click the deploy button, it stays selected so I can fire it as long as it has some MPs left.
 
A note to anyone using the mod here: This option is apparently going to be added in the next patch, so when your game updates itself it'd be best to stop using the mod. I'm not sure what would happen if you continued using it.

Supposedly the unit cycling (if you leave it on) will be more intelligent too, presumably meaning it will search for nearby units to cycle to before flinging across the other side of the map.

Weird that this sounds pretty much exactly like what EF suggested. :)
 
It may sound stupid and un optimal but I avoid this by just putting my workers on sleep(appart from those currently building something) when I prepare to attack so that I can make sure they wont come in my way.And yes the siege focus loss is just :(
 
I dont like it, that when i get a great person and click on the notification icon on the right, that the GP does not have focus and I end up moving some poor unit where i wanted to move the GP.
 
Look at the new patch notes. An option will be enabled to disable unit cycling. Plus a lot of really good fixes.
 
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