Change Fortify until Healed

zarakand

Prince
Joined
Nov 4, 2005
Messages
562
Location
Chicago
I was wondering if this was something the mod could address. There have been times where I have an injured unit who is healing, and I don't realize an enemy unit has come into their line of sight causing me to loose the unit.

I think a really simple change from fortify until healed into alert until healed would make more sense from a game play perspective.

Does anyone else feel this way?
 
I was wondering if this was something the mod could address. There have been times where I have an injured unit who is healing, and I don't realize an enemy unit has come into their line of sight causing me to loose the unit.

I think a really simple change from fortify until healed into alert until healed would make more sense from a game play perspective.

Does anyone else feel this way?

Certainly. Everyone feels this way. (except the idiot who designed it the other way)
 
Is this something then that this mod can address in a future revision? Or is that a capability that is not available until the source code is released?
 
I agree completely, but this sort of stuff is in the c++ part we don't have access to. There's many things which annoy me and are on my todo list for when we get the c++:

- waypoints for orders
- ctrl+A to move all units with orders
- fortify until healed or enemy
- put a circle around enemy units in territory instead of a sidebar notification
- Change defense-building healing to a hitpoint bonus
- Capability to make tables in tooltips (resource display)
- Building resource-yield bonuses not retroactive.
- Tech yield bonuses not retroactive. Also, seem to be affecting city-center tiles.
- Increase the animation speed of the bomber attack graphic
- Ships and units in forts have 2-tile ZOC, subs can ignore ZOC
- CS quest likelihood weights need to be a 2-dimensional table
- Camera snap to target if destination is far
- Gifting units to CS gives influence proportional to unit cost
- Free units appear on a random side of the capital, instead of the southwest corner.
 
Sounds like a list of things that a lot of us want!

Hopefully the community will get access to the c++ areas soon!
 
Hopefully yes, because also Rhye has suspended his works until then ;-) and I'd be really interested in a Rhye's and Fall of Civ 5. Now a stability mechanism would be really interesting, but that's so way out of the scope of this mod...

Just wanted to support that list, Thal, and add - if possible:

-Triggers like "Kill-unit" trigger also trigger in strategic view...
 
What we need is really just a decent set of events for various circumstances, like "unit dies" or "tech researched." They've done some of this in the patch, added the "policy adopted" event. Previously it was impossible to immediately detect when a policy is adopted, which made it real hard to do custom policy stuff.
 
I am glad I took the effort of doing a quick search on the words Healing + Alert :)

Now I don't have to suffer the embarrassment of being told this nuisance was bothering other players for over a year!

phew...
 
call me crazy but personally i would not like this. I LIKE parking a unit in range attack farming exp for several turns.
 
call me crazy but personally i would not like this. I LIKE parking a unit in range attack farming exp for several turns.

Sure, I can see the benefit of that...I think for most of us its about the scout you put on heal, and then two turns later he's dead cause you forgot to check on him.

For me, I'd prefer to be alerted when that barbarian comes into sight, rather than having to scan the map every turn.
 
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