Still waiting for the pathing fix.

Oddible

signal / noise > 1
Joined
Apr 7, 2002
Messages
935
Location
Vancouver, BC
I'm baffled that pathing in Civ V still works the way it does, with units on long paths continually getting their paths reset and requiring user input. I'd prefer it to work like prior versions of Civ. If I send a unit to a far away destination, that means I have relinquished control of this unit until he arrives. I don't need to keep re-adjusting his path every time someone walks across his destination hex 17 turns away. Just keep moving man! If they're on your destination hex when you're 1 turn away, I'll take control.

I'm sure this was done because it may cause units to take dangerous paths or something. If I was worried about dangerous paths, I'd send him one turn's distance. When I'm not concerned, I want him to go the entire 17 turns without bothering me. Or at the very least have a metric where if it takes 10% longer to arrive at the destination he wakes up.
 
Also, it would be nice to have hexes light up or something if there is already a unit ordered to move to that tile. Trying to move large amounts of units across an ocean at once can be a pain because if you order two units onto the same tile then you have to reissue orders, which can get confusing.
 
Oh god, yes please. The worst is when I've sent a swath of archaeologists off to far away sites, and then one needs to be retold where to go because someone's standing on his site for one turn, and I have to try and figure out which of the possible sites he was going to and tell him to go to the square next to it.
 
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