Long distance mission cancel

Anastomosis

Chieftain
Joined
May 18, 2007
Messages
36
I figure this is the section for features/fixes that should be implemented in a patch whereas features that should be implemented in an expansion pack should be posted in the Suggestions section. If I'm wrong, oh well.

So this is not necessarily a bug, per se - someone probably coded it in somewhat intentionally but is not helpful and should be fixed.

Anyway, I think it's silly that units cancel their moving mission if there happens to be a unit on the destination hex for a turn.

Basically, as it is now, if you tell unit A to move to hex X, and unit B comes and steps on hex X and ends its turn there, unit A will cancel its mission and require you to input new orders. What should happen is, the mission should not be cancelled unless unit A is right next to the destination hex, and then at that point, finding someone stepping on their destination, you should put in new orders.

It's annoying to have to tell my units over and over again to go next to a city just because someone moved into their hex. I get it, one unit per tile, but can't that be resolved right when I get there? It's not like oh, someone is on the hex I wanted, guess I probably should re-think everything and now head back the opposite direction or go home.

Especially when I'm sending 6-8 units over from varying distances, I don't want to have to remember exactly where I told each one to go. You want to go take over or defend that city, head there, and let's take care of precise tactical positioning when I'm in the general area.

Right?
 
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