Controlling unit turns

Roman1

Chieftain
Joined
Mar 2, 2002
Messages
18
Is there a way to manually control unit turns. What I mean is it looks like each unit turn comes in the order the unit was made. This does not get to be a problem until I have a lot of units in the game. The problem is that I might wish to move some units that are in the same general area but as soon as I move one unit, the computer will take me to the one that it has qued up to move next and it could be on another continent if I sent it by ship at some point in the game. I ignore that unit but then I have to scroll the map and hope to find the area I was in before. Sometimes I have made some critical mistakes during a battle because of this. My question is, is there a way to manually take control of your units turn to move without the computer doing all that for you even though you might not be interested in moving units the computer points to next and then losing your map location in the process.
 
Sometimes I click "Wait" (not Skip), or I fortify the units as the computer jumps around to them; then I go back to them when *I* can deal with them, not when the computer decides that I should. A pen and piece of paper comes in handy for notes of what you want to do before you press the Enter button for the next round. It beats chanting, "trade with Zulus, make artillery in Berlin, optimize cities, galleon near London, rifleman near Chicago" over and over again 'til you CAN get to that checklist. (It also keeps your roomies from wanting to strangle you...)
 
To change the topic slightly, the way the game takes you from unit to unit is quite annoying. Especially in a large game. I have often kept a group of artillery together to bomard cities. When I do this, I will right-click on one of them in the stack and bombard. The game then takes me half-way around the world to some idle worker and I need to scroll back over to my artillery.
I think that what Roman1 is getting at is that the game should queue based on what is in the stack. Therefore, if I right-click and activate the artillery, it should stay with all of the artillery in that stack before moving. Ideally, it would finish up the artillery, then move to any offensive units in that stack. Then any offensive units within a few squares of that stack, or to any other artillery on the current map section. Therfore, if I choose a unit on a map section it should stay in that map section until all active (not sentried or fortified) units have been queued.
 
The way I "stack select" is by clicking on the type of unit I want, for this example usually bombers or artillery, and then hitting "J" and left clicking on the unit again. It basically is a command to all units of that type to more to where they are. Then you will be prompted for the whole stack one after another.
 
I find the unit queue rathe annoying too. Yet, I seem to notice that the computer queue's them not in the order that they were made, but in the order that they were activated. Try fortifying the units then activating them all in a row??? There should be some sort of toggle though.
 
Originally posted by zeeter
To change the topic slightly, the way the game takes you from unit to unit is quite annoying. Especially in a large game. I have often kept a group of artillery together to bomard cities. When I do this, I will right-click on one of them in the stack and bombard. The game then takes me half-way around the world to some idle worker and I need to scroll back over to my artillery. . .

Indeed so.

People noticed last December that the game had a bizarre and annoying unit activation sequence that jerks you all over the board and often makes you queasy just looking at it. That is another problem with the game although not in the top ten.
 
I find it highly annoying that it can't go right back to the unit in control before you did something to another unit, like you said, it seems to run in nonsense manner.

Just shows a general lack of polish that made Civ 2 just incredible, I had virtually no complaints about civ 2 other than it got too easy to beat.
 
Whats really annoying is that these things seem so easy to fix. Whenever a unit is activated on the current screen, set the queue so that it runs through all of the same units in that sqare, then different active units in the square, then same active units on the current map screen, then different active units on the current map screen. I don't see how this would be so difficult to code, since they just have to change some of the code thats already there.
And while we're discussing Civ2 here, I want my goto city popup box back! I'm sick of scrolling all the way around the world to move units.
 
Alexander Dumas - I understand and appreciate your instructions. The point here is that to do your method requires an extra step. This ruins the flow of the game. Many of us have gone through years of using Civ1 and Civ2, and expect Civ3 to do the same. Its the little things that bother me. I don't remember exactly what the sequencing was in Civ2, but I don't recall it being this bad. Other little things are a missing goto - city command, and the fact that they had to add the senty command in later. That was a staple of all civ games and should have been there from the beginning. And, it should be using the "s", not the "y".
 
The way i do it, is i right-click on the unit (bringing up the menu) then hold SHIFT and activate all the units i want activated...

This works, because when u hold SHIFT the menu won't disappear :cool:
 
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