Oddible
signal / noise > 1
I've always had a lot of problems getting my armies moved in Civ V and I was really hoping this would be addressed by a patch by now but it doesn't even seem to be on the list.
The problem is that pathing of units breaks down when there is a) another unit in the way, or b) another unit at the destination. The situation is that I'm trying to move 20 units into position to begin a war. The unit seems to define its waypoints that it will take to get to its destination when you first give it the destination. When any other unit ends its turn on one of those waypoints, the first unit fails and asks for new orders. What should happen in the case of an intermediate waypoint is that the unit should find an alternate path.
This also happens when another unit ends its turn on the destination hex. What happens again is that the original unit fails and asks for new orders. What should happen is that the first unit ignores the unit at its destination until it is at its second to last waypoint, when its last move will put it into conflict with the other unit, NOT when it is 10 turns away from its destination.
Is there some workaround for this or some plan in the works to resolve this? It makes going to war with any reasonably sized army a very painful interaction design failure.
The problem is that pathing of units breaks down when there is a) another unit in the way, or b) another unit at the destination. The situation is that I'm trying to move 20 units into position to begin a war. The unit seems to define its waypoints that it will take to get to its destination when you first give it the destination. When any other unit ends its turn on one of those waypoints, the first unit fails and asks for new orders. What should happen in the case of an intermediate waypoint is that the unit should find an alternate path.
This also happens when another unit ends its turn on the destination hex. What happens again is that the original unit fails and asks for new orders. What should happen is that the first unit ignores the unit at its destination until it is at its second to last waypoint, when its last move will put it into conflict with the other unit, NOT when it is 10 turns away from its destination.
Is there some workaround for this or some plan in the works to resolve this? It makes going to war with any reasonably sized army a very painful interaction design failure.