one of my biggest complaints against scouts is the auto explore feature. When set to auto they always stop when a hut is within range instead of just going to get it. sometimes i am left having to look hard for the hut as they can blend in too well at times. I would like to see them set to auto loot the huts and keep going on exploring. Maybe a game play switch to allow for auto looting.
Another is when they encounter danger. Ok, they stop, great. I lead them away and set them back to auto.. what do they do.. return to the danger spot to get killed, why?? because there is like 1 unexplored tile on the far side... I would like scouts to remember getting beaten up in danger spots and go around them or avoid them all together, if need be.
Pathing, the issue i have with this really i always notice because of scouts. I will set an attack unit, like a warrioir etc, to goto a spot. A scout when end its turn on the destination, or maybe in a choke point through which the warrior needs to go through. Which will cause the warrior to stop and ask for directions again or plot a new long ass path. Even when it still has many turns to get where it is set to go. What i would like to see instead is, if the warrior cannot move in that turn, to then stop. but if it has 2 or more turns left to destination, then continue regardless of blockage.
Lastly roads. I would really like to have a unit that is not a trader to be able to make roads because i often want to makes roads to an area that i may not want to send a trader to. Also when sending a trader, or any unit that could make a road, I would like to be able to specify land routes only. too often will i get a trader to make a road between 2 cities on the same landmass try to take a shortcut across water, thereby negating the purpose of build said road.
Another is when they encounter danger. Ok, they stop, great. I lead them away and set them back to auto.. what do they do.. return to the danger spot to get killed, why?? because there is like 1 unexplored tile on the far side... I would like scouts to remember getting beaten up in danger spots and go around them or avoid them all together, if need be.
Pathing, the issue i have with this really i always notice because of scouts. I will set an attack unit, like a warrioir etc, to goto a spot. A scout when end its turn on the destination, or maybe in a choke point through which the warrior needs to go through. Which will cause the warrior to stop and ask for directions again or plot a new long ass path. Even when it still has many turns to get where it is set to go. What i would like to see instead is, if the warrior cannot move in that turn, to then stop. but if it has 2 or more turns left to destination, then continue regardless of blockage.
Lastly roads. I would really like to have a unit that is not a trader to be able to make roads because i often want to makes roads to an area that i may not want to send a trader to. Also when sending a trader, or any unit that could make a road, I would like to be able to specify land routes only. too often will i get a trader to make a road between 2 cities on the same landmass try to take a shortcut across water, thereby negating the purpose of build said road.