Units embarking the wrong ships

Commander Bello

Say No 2 Net Validations
Joined
Sep 3, 2003
Messages
3,858
Location
near Koblenz, Germany
As I have described in my thread "continental rally points" I face the fact that each turn some 4 - 8 units want to be shipped to another continent. Since there are constantly some 4 Galleons waiting in the harbor, I make use of the 'load' command.

What happens? :mad:

The units tend to embark the ship with the least(!) movement points!!!!

So, I load 8 units, and with a little bit of bad luck, they are sitting in the Galleons with one mp left. Then I have to disbark them, and either try to find the correct one from the list (sometimes, but not always the one at the bottom), or I would move those 'used' ships out of the harbor, load the units to the 'fresh' ships and sail them across the ocean.
Since the 'used' ships now have spent additionally one mp for getting out of the harbor, it is very likely that the same thing will happen the next turn.

This is in no way any fun and should be changed asap!
 
I have not used this rally point feature, and I wonder that you use it at all.

I did not get this: You load them and the tend to embark the ship with the least movement points?

You do that, right? You are loading them onto the Galleons? -> rename your Transports, give them names/numbers and then choose the right one.

Or does this feature work different and they load automatically?
 
Yeah, I've fought with this a few times myself. It'd be nice if (all) units listed in parathensis how many movement points they actually had left (in the right-click view, etc.). Otherwise, it's a real pain trying to figure out who's fresh, and who's not...
 
Originally posted by Longasc
I have not used this rally point feature, and I wonder that you use it at all.

I did not get this: You load them and the tend to embark the ship with the least movement points?

You do that, right? You are loading them onto the Galleons? -> rename your Transports, give them names/numbers and then choose the right one.

Or does this feature work different and they load automatically?

Well....
a) I use that feature since the harbor is more than one screen up to the north of the productive area of my continent. It is really a mess to have a certain unit be produced, mark it, and either initiate the "go to"-command or to move it via mouse to the harbor, and to do that for the next unit, and the next, and...
b) Finally, all units are in the harbor. Now, we have to load them. You click "load" or press "L". Then a list of the available units with load capacity opens (in my case, only ships are concerned). All information you get is about the unit type, e.g. "Galleon (Space available: 1)". What you will not know is how much movement points this ship currently has.

c) You've found the solution. Thanks a lot! [party]
Indeed, the naming works fine and offers the chance to seperate the one from the other. I have to admit, that I never thought about it although I am renaming my MGL-elite units all the time.

Once again, thanks a lot for pointing out this workaround!

(Although I still think that the information about the mp's left would be very helpful and should be offered by the program automatically)

[edit] And the problem remains: if you don't care about it by yourself, they just do it the wrong way - they enter the very ship that will hardly make it to the open sea. This is something, what really confuses me (from the academically point of view). Why is the ship on top of the list the one with the least mp's? Seems to me that this would be a micro-bug in how the list is generated, because it really makes no sense to do it this way.
 
yeah, i've always renamed my ships right before i try to do a ship-to-ship sea transit, usually marking one with a _ underscore
 
Renaming feature is very good indeed. I name ships after ports so that I remember to keep them nearby for crucial oversea routes. And I name automated workers ("cityname" for "this city only", "trade", etc). Then when war breaks out I can quickly locate the workers that might be at risk of capture.
 
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