Hi,
Some issues I’ve encountered recently
If you group one or more units that don’t have the same movement speed you risk splitting the group after the slowest unit runs out of movement. What happens is that as soon as the slower unit runs out of movement the unitselection changes so that only the unit(s) that have movement left are selected (all units are still grouped though).
If you hit W for wait it’s all good and they’ll be grouped next turn as well. But if you hit space you’ve suddenly broken up the group.
This is quite annoying in the early game when you’re transporting subdued animals for example.
Another issue is regarding worker placement in the city (this might be hotseat only).
Me and my friend play this in hotseat, and currently we’re forced to set our cities to automate worker placement. As soon as any of us manually selects what plot to be worked the city stops working any plots when the turn changes.
Especially in the beginning we tend to want to manually set oit cities as we prioritize different from how the AI wants it.
Anither this that is probably hotseat only is regarding notifications on healthy/unhealthy (and probably other notifications as well.
We noticed that as soon as one of us got a healthy capital while the other player’s capital was still unhealthy we started getting notification every turn ”xxx got healthy/unhealthy” as if the game didn’t really understand that we were two different players.
We also used to have issues with improvements disappearing later in the game (around classical) and havinf to load our latset save to get them back. Not disappearing as in the improvements not being there but disappearing as in not rendering. Not sure if this still persists though as we are very early in our current game.
Another issue we used to have that I don’t know if it persists was that the second human player (which is also the last one) in the turn order never got any notifications when rogues and similar units destroyed improvements.
Some issues I’ve encountered recently
If you group one or more units that don’t have the same movement speed you risk splitting the group after the slowest unit runs out of movement. What happens is that as soon as the slower unit runs out of movement the unitselection changes so that only the unit(s) that have movement left are selected (all units are still grouped though).
If you hit W for wait it’s all good and they’ll be grouped next turn as well. But if you hit space you’ve suddenly broken up the group.
This is quite annoying in the early game when you’re transporting subdued animals for example.
Another issue is regarding worker placement in the city (this might be hotseat only).
Me and my friend play this in hotseat, and currently we’re forced to set our cities to automate worker placement. As soon as any of us manually selects what plot to be worked the city stops working any plots when the turn changes.
Especially in the beginning we tend to want to manually set oit cities as we prioritize different from how the AI wants it.
Anither this that is probably hotseat only is regarding notifications on healthy/unhealthy (and probably other notifications as well.
We noticed that as soon as one of us got a healthy capital while the other player’s capital was still unhealthy we started getting notification every turn ”xxx got healthy/unhealthy” as if the game didn’t really understand that we were two different players.
We also used to have issues with improvements disappearing later in the game (around classical) and havinf to load our latset save to get them back. Not disappearing as in the improvements not being there but disappearing as in not rendering. Not sure if this still persists though as we are very early in our current game.
Another issue we used to have that I don’t know if it persists was that the second human player (which is also the last one) in the turn order never got any notifications when rogues and similar units destroyed improvements.