clicking on a unit doesn't show its future path

BothofUs

Chieftain
Joined
Jan 4, 2006
Messages
68
ugh, I hate that. It's impossible to work this one-unit-per-hex thing without seeing what path you put in for your unit last turn.
 
It would certainly be helpful to see where a unit is going if you instructed it to go on a path that would take multiple turns to complete.

Maybe you should check the idea and/or bug forum for this? While technically not a bug but a lacking feature, I'd want to make sure it's reported on.
 
Bump..

Is everyone's game like this?

Yep. I would love to see this get fixed. A lot of times I send my unit on a long path and the game will run them into city-state territory too causing lost influence. But I can't click on the unit and see what path it's taking.
 
A nice related fix would be "road to" worker command showing the path the road will take.

Speaking of unit movement, they really should path around city states if possible...
 
I noticed this too.

And somewhat on topic: The auto-movement goes once you hit end turn. Therefore you sometimes lose a movement point.
Say, you have a warrior and you want him to move 5 turns (on flat land). On your third turn it will move the last of the five spaces but would still have one movement left. That one is lost as you will only be able to control that unit again on the next turn. Sometimes it doens't matter much, but sometimes you could have shoot another ray of arrows, or whatever.
 
Lol.... I didn't think you could order more than 1 turns movement at a time. I've seen the numbers that indicate overall time to get someplace, but the units don't remember a path so I was just ordering 1 turns movement at a time. Also I have a question, why are people making mods for a game that is basicly still unplayable? I ran into a game breaking bug after playing for about 8 hours due to a bug with treaties/diplomacy.
 
A nice related fix would be "road to" worker command showing the path the road will take.

Speaking of unit movement, they really should path around city states if possible...

Ehm... You do have the optimum path of the road shown... But yeah, it's not what you want exactly. I agree it would be nice to have.

And the trespassing thing is annoying like heck... I lose influence a lot because the dumb scouts or stupid infantry runs into city-state territory like it's nothing...
Either teach the units some manners (I mean the game developers) or teach the city states not to be so hysterical: first ask nicely I get my morons out of their yard and only AFTER that did not happen get mad like an offended young lady...
 
I noticed this too.

And somewhat on topic: The auto-movement goes once you hit end turn. Therefore you sometimes lose a movement point.
Say, you have a warrior and you want him to move 5 turns (on flat land). On your third turn it will move the last of the five spaces but would still have one movement left. That one is lost as you will only be able to control that unit again on the next turn. Sometimes it doens't matter much, but sometimes you could have shoot another ray of arrows, or whatever.

This I think is a MAJOR problem with Settlers since you'd be settling your city one turn later!

I also noticed that when two units have orders and are near each other they can get in each other's way and move in weird paths.

Also note that the Future path can't really be 100% known since other player's units can get in the way. Say you tell a unit to go to some hex several turns away through a narrow section of the map and some enemy unit you didn't know about blocks that section - and now this unit has to go the long way around.
 
I noticed that if I tell a swordsmen to go from say my production city to my front line city something that takes about 3 or 4 turns alot of times another unit or something will stop on the destination hex and it seems like that will cancel the move order and my unit just stops.

Kinda annoying, wish they would just go the next hex or close as possible instead of stopping. And then not being there when I go to look for them
 
Units should stop when they run into a "barrier" whether it be another troop from anyone else, a border, or something interesting. Pretty simple fix. "Do you want to continue?"

I'm glad someone else brought this up because this bothered me quite a bit. Feels like a bug to lay down a road path and not see anything on the screen. The worker does the work... but without that confirmation it feels iffy.
 
Personally I'm a big fan of when I order a unit in to an area hidden by the fog of war (not the huge black wall of death....just an area that I've visited but cannot currently see) and the unit find s an enemy unit there and, instead of asking me what to do, just goes ahead and attacks.

Ugh! I've lost crucial amphibious invasion units as a result of their hubris and bloodlust!
 
Ehm... You do have the optimum path of the road shown... But yeah, it's not what you want exactly. I agree it would be nice to have.

And the trespassing thing is annoying like heck... I lose influence a lot because the dumb scouts or stupid infantry runs into city-state territory like it's nothing...
Either teach the units some manners (I mean the game developers) or teach the city states not to be so hysterical: first ask nicely I get my morons out of their yard and only AFTER that did not happen get mad like an offended young lady...

"my morons" haha :lol:
 
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