Unit Order Issue

Gonzo67

Chieftain
Joined
Oct 20, 2011
Messages
6
Ok, I love Civ 5, but as with most games, there's always atleast 1 minor thing that irritates. I know this is not a bug, it's by design, just a rather poor design in my opinion and I'm wondering if anyone has a tip or suggestion for handling it.

When i set units to move any significant distance, quite often their travel get's inturupted.

I set a settler to move from point A to Point B. Problem is, the 2 points are so far part, it will take the settler say 15 turns to get there. No problem, in 15 turns, he'll alert me and ask me what to do.

But on lets say, turn 7, another civilizations unit stops or ends it's turn on the point where that settler is going to land in another 8 turns. Or the other civ ends his turn on any point in my settlers travel path. My Settler immediately stops, cancels his orders, and asks me "Ok Boss, there's someone where you want me to go. What should I do now?"

Problem is, since sending him out, I have sent out 5 other settlers, to 5 other locations, and I don't remember which settler he is, or wich locations he's meant to be going to.

Never mind the fact that he still had 8 more turns before he got to his final spot, so the unit that stopped there would have been long gone when he showed up anyway, he still stopped and canceled his orders.

Now, if Firaxix wants to keep this annoying "feature?" in the game, thats fine. But they SHOULD have included an order to all units like "Continu Previous Order".

Since there is no way to differentiate between 2 settlers of the same civ, they both look identacle, you can not name them, you can not tell 2 settlers apart, that means you have no way of knowing which settler was meant to be going to which location.

And when you play games set on a huge world, with 21 civs apart from yourself, you tend to make a lot of moves in each turn, especially later in the game. No one on the planet can keep that much fast changing information in their head so they know exactly where every unit is moving at any given point in time.

We either need a way to set custom names on units (Call this settler Fred and this settler Tim) so we can tell them apart, or we need a way to tell them "Continue what you were doing before you stopped like a moron."

While hoping that Firaxix will address this issue eventually, has anyone come up with a way to deal with this issue in their games?
 
You could always write down on a separate piece of paper in a map like fashion where these bold settlers are going.

The reason why they are stopped is because they could be attacked.

I am not sure which is worse loosing a settler that you forgot you had, or having the game protect that settler. Perhaps taking this to the mod forums, may get you further. Modding in a "resume mission" button, would be their specialty.
 
LOL, Yeah, I considered the "write a note" approach, but as with most gammers (I'm sure this is a common trait) I play more than a few different games, and I make notes here and there about random stuff I want to keep track of in games, and I have about 15 notebooks on my desk, all with stuff like "Jax-15ar max out prov" written on random pages. And after a few days and a few games, I have no idea WTH 15ar is, and if he's maxed out provisioner, or if he's launching a max attack on Provost, or if he found a cool black gun he named Max. Not to mention I have little yellow and blue post-it notes stuck all over my monitor, case, desk, walls, and theres a few even stuck to the dog. I'm in like "Note OD" mode already.

I even have one post-it note on the left edge of my monitor with a note to remind me to buy some more post-it note pads.
 
Sounds like a challenge for a modder to implement "post it" notes on the interface itself.
 
Back
Top Bottom