cabbagemeister
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- Joined
- Jun 26, 2008
- Messages
- 517
I just finished my first Calabim game, and I just loved vampires. Aside from the high xp, their death I and body I promotions make them fast and well-supported on the battlefield.
At the same time, using vampires bugged me to no end because at times they required so much micromanagement for optimum use. Any time I wanted to move a vamp across my empire, I knew that if I put them on a long goto command, it would take twice as much time for them to get to their destination than if I moved them manually one turn at a time, casting haste every turn. When I was building vamps in many cities and collecting them at one point for an invasion, I was pretty much forced to babysit every vamp every turn, or they would delay the whole invasion by 5 or 8 turns.
Obviously it's not just vamps that have this micromanagement problem, but any unit with Body I, including arcane units, centaurs (with sprint), and haste-trained Amurite units.
I have no idea how feasible this is, but I suggest that the code for goto commands be modified so that units with haste automatically cast it at the end of each auto-movement turn if the destination has not been reached yet. Obviously there are issues with this simplistic idea (for example, if multiple units on the same tile can cast haste, which one does?), but I feel these are not unresolvable. And it would save SO much micromanagement. With this change, you could even group a large stack with one body-trained adept, put them on goto, and the adept would auto-cast haste to speed the whole stack. Who wouldn't love that?
At the same time, using vampires bugged me to no end because at times they required so much micromanagement for optimum use. Any time I wanted to move a vamp across my empire, I knew that if I put them on a long goto command, it would take twice as much time for them to get to their destination than if I moved them manually one turn at a time, casting haste every turn. When I was building vamps in many cities and collecting them at one point for an invasion, I was pretty much forced to babysit every vamp every turn, or they would delay the whole invasion by 5 or 8 turns.
Obviously it's not just vamps that have this micromanagement problem, but any unit with Body I, including arcane units, centaurs (with sprint), and haste-trained Amurite units.
I have no idea how feasible this is, but I suggest that the code for goto commands be modified so that units with haste automatically cast it at the end of each auto-movement turn if the destination has not been reached yet. Obviously there are issues with this simplistic idea (for example, if multiple units on the same tile can cast haste, which one does?), but I feel these are not unresolvable. And it would save SO much micromanagement. With this change, you could even group a large stack with one body-trained adept, put them on goto, and the adept would auto-cast haste to speed the whole stack. Who wouldn't love that?