Unfair Movement

Joined
Dec 19, 2000
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I think it's unfair that sometimes, if you have less than the required amount of movement points to move to a certain tile, there's still a chance you may make it. Say you only have 2/3 moves left, but you can still move onto a plains tile, but if you're unlucky, you get stuck there. For lucky people, the get a huge movement advantage. I think Civ3 should regulate it: either yes or no.
 
MrLeN puts on his Firaxis mask and cape!

Yes, that is too simple
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Consider it done mortal!

*hehe*

Yes, I agree 999.999(recuring)%

MrLeN

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Actually I kind of like the bit of unpredictability this introduces into the game. Moving troops in the field is never quite that cut and dried and predictable. This similates the fortunes of war, in a sense. that stream swollen by high rainfall that now is much harder to cross than usual. The unusually warm evenings and full moon which allow you to march farther in a day before setting up camp, etc. I admit it's sometimes a pain, but I never rely on geting to a square I don't have movement points for, just thank my lucky stars when sometimes I can and gain an advantage.
 
Yes there is a bit of uncertainy when moveing military units. But not units like diplomats. I agree the movement rules should be impoved. alpha Centari had a nice feel to the movement interface. it drew a line where the unit could get to. I liked that I could actually turn off the grid and see the terrain!
 
I would like to add that on such an occasion, I will not risk that move. I regard that 'am I gonna make it'? move as though it doesn't exist. That way I can keep control of what I am actually doing.

If there is any doubt whatsoever, I just hit the space bar. ..(well unless i know 100% that there are no lurking howitzers on the other side of that square, or anywhere close
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)

MrLeN

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Where there is money, there are liars!
Check out my Homepage:
Nebulous!
Don't forget to sign my guestbook.
I sure do look forward to feedback!
 
Unfair? Yes it certainly is, but hey, that's life! So it would not be very realistic to guarantee that a certain unit can reach a certain destination in a certain set time.
Think of the wonderful stories that are told in the stories and tales forum here on civfantatics and project them on this case:
"Armor division Alpha Tango Bravo in serious trouble near the hostile city of Persepolis request immediate backup"
"Roger that, ATB, we'll send a division of cavalry, that's stationed several miles from your location. ETA several days"
"HQ, cavalry division not capable of reaching target destination. We got stuck in a swamp. It will probably take us some time to cross this wilderness!"
"ATB, requested backup will be delayed, try to retreat to the fort in the mountains and wait 'til further instructions..."
 
I'm with Pedro and Leowind on this one. There's too much predictability as it is with the AI.

Btw, do any of you find yourselves hitting that cursor key a bit more vigorously when you *really* need to make that extra tile?
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One thing you can do...

If you have a settler who has less than one movement point left and needs a full movement point to move where you want him to go, stop, rather than taking the chance at moving. Order him to do something like Mine that he won't finish in one turn, then immediatly click on him again to clear the command for next turn. He will store up a FULL TURN worth of work which he can then apply to the next job when he finally gets to where he wants to go.

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DEATH awaits you all...with nasty, big, pointy teeth.
 
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