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Is there a way to show enemy units movement range?

superhawk23

Chieftain
Joined
Jan 28, 2008
Messages
6
I thought at one time you could use a keystroke to show the range enemy units could move on their next turn. I've poke around a bit but didn't see anything.

Anyone know anything?

Thanks
 
There's no option for it, but all you really need to know is their movement range.

for example, a Rifleman has 1 movement. This means it can move to any tile within a one square radius (i.e, the surrounding 8 squares). IF there's a road, double it. After the AI (or you) gets Engineering, a Civ's unit can move double +1 movement on roads.
 
Kind of sucky - that means you need to check if a civ has a technology and if the unit(s) has one of a few upgrades (plus movement points or less movement points on certain terrains to name two)

This game is so cool, but between the lack of things like this and the ability to limit games to certain time periods / tech right in the custom game interface I am really confused abouot who was driving this car during production. There are so many simple things they could add to make the game more accessible but didn't, yet if I wanted to dedicate my life and learn xml coding they will let me mod just about anything. Just weird.
 
that means you need to check if a civ has a technology
Not too much; engineering, refrigeration, railroad, and that's it. Am I missing one?

if the unit(s) has one of a few upgrades
Four promos: woodsman II, guerilla II, morale, mobility; since these promotions are not much used AND that 3 of them are terrain-dependent, that's quite easy to figure.

As for limiting the game to a given tech, I'm really confused... You're not the first person to ask for it, and I wonder why actually? The game is meant to be played through ages, not stop at a certain point; could you explain your reasons for this?

I must say that, would I have designed the game, this possibility would not have occured to me either...
 
To me, checking each individual unit in a stack of 20 units for certain upgrades, then checking to see what tech that certain civilization has it a waste of time, and plenty of it. Why not just program the game to show the range when you mouse-over and right click or something - why make players waste the time in a turn-based game? It can't be that hard and other games like civ have done it. Especially considering some of the really supliferous ket-strokes and short-cuts they did add. So it isn't a matter of how easy it is to figure out, but I'd rather spend my time planning strategy or something else game related than checking stacks of units and other civs tech trees, adn my friends I am playing with would not rather wait for me either!

As for limiting the game to be played within certain time or tech parameters: It just seems natural to allow such a thing. If I want to play a game that take place soley in WWII time frame why not let me. The game should be meant to be played anyway the paying customer wants it to be played and as you noted lots of people ask for this feature. Especailly since the game's time line is suspect anyways - if one were to be really picky does it take a unit several hundred years to walk one square in 5000bc? Not really as all the units in the army would have died, and many armys have walked the course of some of these maps in real history in less than hundred or thousands of years. So let us chose to ignore time if we want and just play a game in a certain time period.

Mostly they let it be done in a mod but why make your customers learn to program to do something that is almost built in the game anyways?
 
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