Stuck in a loop! Goto Movement Problem

disinform

Chieftain
Joined
Jan 31, 2003
Messages
11
Location
Manchester, UK
After having declared war with the English I stack moved (is that the right way to say it) 25 modern armours to their territory - passing through French territory on the way, as I have a RoP agreement with them.
The MAs began moving but came face to face with some French troops and, to avoid running in to them tried to take another route.
Unfortunately the other route was also blocked and so the AI sent the Modern armours back on the original route which - as you may remember - is blocked.
So route A is blocked and route B is blocked but rather than go route C it is simply going:
Route A - Route B - Route A - Route B - Route A - Route B... etc. in an infinite loop.
Of course I could just kill the whole game with the task manager but that would mean losing the several other moves I have made this turn - including the taking of several cities.
Is there any way to interrupt this madness?
Please help this poor Civ-guy.

Hugs and Kisses.
--
Chris Lambert
http://www.disinfranchise.co.uk/
 
Can you not just move them manually along route C? It would take more time of course, but it would get the job done.
 
in civ2 there was a feature that after a certain large amount of moves for one unit it would say: 'continue moving unit?' so yould could stop the unit if it was in a loop, i don't know if there's a similar feature in civ3 though

it's always a pain to have to shutdown the game when you havent saved a while....
 
The point is that I can't actually get control of them. They're moving around automatically.
There doesn't seem to be any way to abort the automatic movements without shutting down the game.
I suppose, in essence, I'm asking if there's any way to interrupt a stack movement of troops halfway through - but no key I pressed worked.
Actually I have shut the game down now but I would be interested in knowing if there was a way out of it.

All my love.
--
Chris Lambert
http://www.disinfranchise.co.uk/
 
Don't use automove where terrain is not all visible and you may run into obstacles before seeing them.
 
Due to the buggy pathfinding I will never commit a large force to a long move. Too often the AI will take a path - in my fully RRed empire - which exposes my reinforcements to attack by the AI in passing, rather than the alternative 100% safe route. I've also had units try to walk the long way around a donut shaped continent, rather than the 3 or 4 tiles the short way represented.
 
Units also seem to go out of their way to go *off* the roads. For example, you have two ways to get an early settler to its city site in the early going, both of which take 3 total turns. The first goes road-road-road / off-road / settle. The second goes road-road-off-road / off-road / settle. The automove always seems to take the second one. Which is fine, unless a barb should suddenly show up and attack your settler because, it being off-road, it couldn't move back into a city in one turn.

Drives me batty. Even though it's miles better than what it was in Civ 2, it's still way up there on my list of petty annoyances in the game. (Probably second to the incredibly obnoxious method for modifying trade proposals.)

So to answer the original question: no, I have no idea how to stop that sort of thing.

Renata
 
The loop thing happened to me a while back and I couldn't get out of it either. Since then, I've always been careful to heed Ivory's advice:
Don't use automove where terrain is not all visible and you may run into obstacles before seeing them.
 
Happened to me once -- moving about 10 workers to do a polution cleanup -- it give up after about 50 tries. That is 50 for each unit....Altlhough you issue a group move, the units are still moved individually. what I did, was restart from the autosave, and catch that group before its turn came to move, and cancel their orders.
 
This conversation came up a couple of months ago. I remember Killer and I agreeing that it would be real nice if there was a toggle switch, like Enter To Continue, that would allow you to catch any automoves. I don't like the fact that unless you're paying very close attention to the move order, you could move a unit and kick off the automoves. Of course, one could just catch the automovers like Moulton said. . .
 
Welcome to [civ3], disinform, where the AI is like the U.S. government. "Let's see how inefficient we can be today..."
 
it didnt used to do this. It used to just stop your unit if it hits a barrier in the fog, instead of automatically trying another path.

another solution would be to fix the stupidness that on standard mode the fog reappears when you move a unit in and out of fogged territority on the same turn, when nothing unknown could have changed in your turn since only you can move.
 
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