Patch side effect - turns auto ending??

The way it works now is at the end of turn, when you already said end turn, it does the moves that were queued. It will interrupt those moves if you see an enemy etc and let you pick something else like in your case, but it wont let you change the already assigned move of fortify for the warrior anymore. You can do certain other things, though, so it seems like a bug.
 
Since latest patch I have discovered a new bug. When playing single player I like to have the auto end turn on.

When war is declared a enemy unit gets in range of my city, pre patch the turn would not end until I had fired on the unit, post patch the turn auto ends after all unit orders have been completed skipping any city bombardment opportunities.:confused:

Any one else getting this? Any solution?

Give me a way to notify the developer of this bug would be awesome!
 
Yes, Ranos. Because automated units move after the turn, sometimes you can't move on tiles occupied by these automated units. It needs to be changed.

It's not really that. It's that you move all of your units, then click End Turn and then have to move more units. It would be more efficient to just move the units during the turn so when we click end turn, the turn is actually over.
 
Ok Ranos. But I think automated units should move in the beginning of a turn.
Btw automated units should be automatically unautomated when meet barbs on an enemy. Coz now they are going just straight farther, and often are gettin killed.
 
Ok Ranos. But I think automated units should move in the begging of a turn.
Btw automated units should be automatically unautomated when meet barbs on an enemy. Coz now they are going just straight farther, and often are gettin killed.

That would probably be the simplest solution to the problem.
 
The hotfix took care of this bug while introducing a new, related bug. As you know automated units make their moves after you click on the End Turn button. If a unit has any moves left after its automated orders, the Please Wait turn to Unit Needs Orders again. After you gave orders to exhaust the unit's movement points, you used to get the End Turn prompt.

As you can see above, some posters didn't like having to click on the End Turn again. But there is a good reason for the way it worked originally. Say I have been waiting for this unit to get to the combat site where I have given fortify, Alert, sleep, or skip turn orders waiting for this unit to arrive.

After the latest hotfix, I give orders to this unit which use up its movement allotment. The game now immediately begins processing AI turn (Please Wait and cursor changes). It is odd seeing the unit now jerkily moving up the road.

The problem with this: you may now be ready to commence your attack, but you have lost the ability to survey the scene and deal with the new situation (say by activating other units that have moves left but have been fortified, etc).

Posters on the official website have reported having their turn end right as they attack the enemy and be unable to react. They also report losing a turn with that last unit, since the game seems to count that last move as being in the next turn instead of the turn that was ending.

So, now the turn ends faster, but the cost doesn't help gameplay. You lose some of the control you had before. That can make a real difference in some situations.
 
RE: having automated units move at the beginning of your turn rather than at the end.

At times I use my turn to turn off the automated movements because the game situation has changed now that the other Civs have made their turns and manually give orders. This would not be possible by having the automated moves made first.

You might not like the results which this change would produce.

It would be helpful, however, when viewing a unit with automated orders to move, to see the path the unit will be taking. This would be a welcome addition, in my view.
 
Well the alternative is adding a button "automated units" that will make all the automated units take their turn.

The fundamental problem is that omething happens AFTER you hit end turn, so automated units must move Before that.

If you hit End Turn, then any automated units (or units of any kind) that still need orders should just Not get orders.
 
The problem I referred to in post #47 continues to exist and seems not to exist in the confirmed bug section. In addition to the problems/lost opportunities listed in the above posts, another problem exists which should not be the intention of the programmers.

Click on Next Turn, Unit Needs Orders, I move along a road/railroad intending to get the the hex on which I want to build an improvement.

I know I have enough movement left to start the improvement. But, I never get the chance to give that order. The game takes away all of the opportunity to give further orders not only to any other units (given skip turn, fortified, alert or sleep orders) to received orders they normally would be able to make, but it even prevents the unit I have given partial orders to from receiving orders it would normally be able to make.

Try it and confirm. All unit orders which normally would be available to that unit and other units are blocked, because AI turns have prematurely started their processing. Of course, it only happens when the unit blocking the end turn is the final one to be moved in the automated unit queue so this complicates confirmation.

The player should not be compelled to forego the normal move/order opportunities because of what a number of posters have reported as a flaw in the handling of this end turn situation.
 
I might have mentioned it above, but as a work-around for the interim, I'm pretty sure if you get into the habit of cycling through your remaining units (e.g. with the 'w' key) before you press end turn, the problem won't affect you as much.
 
@PieceOfMind
I'll try this when I start a new game, maybe tonight. I am currently between games.

So far I have tried to move units so they end movement at the end of a turn: one turn or on the hex with the number of a turn. This reduces the problem, but does not eliminate it.

I also frequently check units to eliminate automation for units which may later prove to be a problem, as when I have inadvertantly given orders which extend beyond their current move allotment but not reaching the hexes which are shown as a future turn boundary.

These attempts for a workaround certainly add to the time I spend on my turns.

I didn't realize you could cycle though automated units using the W key. I'll try that.
 
@PieceOfMind
I'll try this when I start a new game, maybe tonight. I am currently between games.

So far I have tried to move units so they end movement at the end of a turn: one turn or on the hex with the number of a turn. This reduces the problem, but does not eliminate it.

I also frequently check units to eliminate automation for units which may later prove to be a problem, as when I have inadvertantly given orders which extend beyond their current move allotment but not reaching the hexes which are shown as a future turn boundary.

These attempts for a workaround certainly add to the time I spend on my turns.

I didn't realize you could cycle though automated units using the W key. I'll try that.

As I remember it, w cycles through all units (that haven't already used up all their movement points), not just automated ones. Technically, w is the "Wait" command, as in "I'm not sure what to do with you yet, move to the back of the queue of units I need to give orders to and take me to the next in the queue". I don't use automation much when I play so I can't really say how well it will go if you use automated units a lot.
 
Back
Top Bottom