Goto bug

rjjb

Chieftain
Joined
Nov 4, 2005
Messages
72
Location
Burnaby
Title: Displayed movement path and actual path mismatched
Steps: 1) Right-click unit, tell him to go somewhere a few tiles away
Observed: Unit often take a slightly different path
Expected: Displayed movement path = actual path

Right-clicking on a tile shows that the unit will follow path x in n turns. I look at the path and say, 'yup, it's a safe path.. go nuts buddy.' The unit then proceeds to take path y (also in n turns).

The different path is generally only off by one tile.. ie: north followed by northeast or northeast followed by north. Is it so hard to make the unit follow the same path shown when you give the move command?

Sometimes it's the difference between moving a unit through grassland adjacent to an enemy city and a forrested hill a tile away. Or running a unit through enemy cultural borders or staying in your own. The path shown when giving the order is often the safe route (or the path that will reveal the most map in the exploring case) but the unit will take the other path. This is extremely frusterating, since I have to micromanage most of my gotos to maximize the result.

I suspect it's the difference between concave/convex movement (the command is probably using one and the unit movement the other), though I haven't tested this.. On this note, wasn't there a civ that let you flip the path with a hotkey? Perhaps AC? Maybe not, but it's tickling the back of my thoughts neverthess.

Edit: Or possibly the displayed path takes into consideration the most defended/ideal route (tile bonuses) whereas this isn't considered when the unit actually moves.

Regards,
Jeremy.
 
I would at least like to see a confirm goto option. Because really, sometimes you just get shafted by the AI if you don't move them manually each and every step. Very annoying oftentimes.
 
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