Why you can play so fast?

Dynamic, a solution is to use the "split group into individual units" button to prevent the entire stack from being deselected and forcing you to cycle on another unit after attacking.
 
Posted by DynamicSpirit:

I tried that a couple of times, but the problem I had is you click to combat the unit and *nothing* visually happens - the game instantly zooms in on the next unit to move.

The music track tells you whether your unit won "taa-ta-ta-TAAA", lost "AAaaah", or retreated *the sound -- of silence*.
 
there's also the fact that in the gameplay options menu, you can turn off combat zoom, but keep the rest of the combat...try that option rather than just turning on the quick combat options in the graphics section.
 
Ooooh lots of suggestions. Ta guys! (Sadly I'm about to demolish most of the advice :mischief: )

@Thrallia: True, I do that already.

@ewokimpi: Ummm, good point (though often it is relevent how much strength the winning unit has left, as in a stack that can affect your choice of which unit to attack with next, or even whether to continue the attack or not). Unfortunately I have no sound on the computer I normally play on (yep, imagine playing Civ in complete silence, other than Iron Maiden or Lily Allen or the Spice Girls or someone playing in the background. That's how the last few GOTMs have been for me)

@Robo Kai: Isn't that the same thing as I said I already did? ;)

@Gyathaar: I tried that a couple of months ago. I'm now in the embarrassing position of having to say I decided after 20 minutes or so that it was even worse than having cycling on, although with the subsequent passage of time I can no longer remember exactly what it did or what I thought was bad about it. Perhaps I should re-check...

Thinking about, what I'd really like is to be able to just click and hold the mouse down to select an area of the map (eg. the area in which you have lots of units about to fight a big battle), and then it highlights and lists all the units you have available to move that are currently in that area, and you can pick each one in any order, with no unit cycling, until you click some button somewhere to restore normal unit cycling. That would be really cool for speeding up battles. Is that kind of thing moddable? :D
 
I miss the unit cycling method from Civ 1-2... it would first choose an arbitrary sequence of units to ask for orders (oldest first?)... but the really nifty and intuitive thing was that if you told a unit to "wait" with the W key, it would move it to the end of the line--and leave it in that order the next round.

Over time, by this method it "learned" whatever sequence you were most comfortable with and adapted over time. I was hoping that would be back in Civ4.

ETA, whoa, teach me to use Google to search the forums... 2006 called and wants its halloween decorations back :P
 
The 'W' key still works and does the same thing as it used to do in civ3 - but for some reason it is not displayed as an option.

James
 
It does not work the same way. The unit you want to wait with may get to the front another dozen times before you're ready for it, and each time there can be an agonizingly long wait before the view has refocused on that remote area of the map ...
 
If I'm playing for a late cultural or space victory, I'll set the options to only show me 'Enemy Moves'. But sometimes I think the computer goes so fast when it 'moves' the units internally that the video display hasn't shown me the enemy move when my turn starts and its time to show me my first active unit. So I think it will sometimes 'skip' showing me the enemy move in these cases. Really frustrating when all of a sudden you're being attacked - where did that unit come from?

Here is the weirdest video effect I've encountered:

I'm playing Spain, GOTM13. One of the off-continent civs has declared and landed a stack (2 Catapults, 2 Knights and 2 Melee units, probably Axemen) on a hill adjacent to one of my coastal cities. I bolster my defenses, upgrading a unit or two, moving some fast units over from a nearby city and start moving some slow units that'll get there the next turn.

On the AI's next turn the 2 Cats do some bombardment, the 2 Melee units attack and die, and the 2 Knights decide to move out and pillage. Fine.

On my next turn I take out the 2 Knights. At one point I have to change the view to the nearby city to bring over another Knight of my own. I see no other enemy units around my city, so I start to move Workers out to fix the pillaging. Wait a second! Weren't there 2 enemy Catapults next to my city? Uhhh ... they were there, but I don't see them. Uhhh ... did I attack them? Nooooo. hmmm.... :confused:

All of a sudden I see the 2 Catapults appear on the left side of the screen. They start 'gliding' over the ocean, from the West (as if they took time off to visit Frodo and the Elves), and come to a stop on that hills space where they should have been all along! The 'gliding' took several seconds, so it was really obvious what was appearing on the screen. But really unexplainable. :confused: :confused: :confused: I wonder what would have happened if I had attacked that hill before the Cats showed up.

So there are some things you can do, some settings to set, that can help the turns go by faster, but with a borderline graphics card, you may not be seeing the whole picture.
 
All of a sudden I see the 2 Catapults appear on the left side of the screen. They start 'gliding' over the ocean, from the West (as if they took time off to visit Frodo and the Elves), and come to a stop on that hills space where they should have been all along! The 'gliding' took several seconds, so it was really obvious what was appearing on the screen. But really unexplainable. :confused: :confused: :confused: I wonder what would have happened if I had attacked that hill before the Cats showed up.
I have seen that effect too, but mostly when I move my units. I move a unit, and if I have the single unit graphics OFF, so each unit is represented by three of it, two move normally and the third one floats in from the edge of the screen and takes one or two seconds to get to the destination square.

The other odd video effect I get is with the combat being visualized, I attack. My attackers disappear from the combat video, and the defender faces away from the tile I attacked from. The combat progresses from an audio perpective normally, and the defender swings or fires as usual, and wins or dies as usual.

My nVidia 7200 Ge Force Go turns out to be a weak gaming card, recent reading I have done tells me.

dV
 
Well, I lost a city in previous Wotm to probably this effect.

There was message about enamy near one of my cities. I looked, see some navy units and nothing on land.
ok, next turn bunch of units appear out on nowhere and took city.

My guest that this stack just landed previous turn, but was invisible on screen.
 
Yes! That happened to me as well in SGOTM2. I have 'Show Enemy Moves' on, but that didn't happen. I get the message 'Enemy Units near city ...', look and only see some Sea units. Next turn, lost a city and some spaces pillaged. Very annoying since it was team play but I had to play on.
 
I get the gliding effect sometimes, too, it's real funny to see when my units seem to come in from across the sea. :)
But it only happens when the game zooms in on the battle.
 
I get the effect quite often usually in industrial and modern era, due to my lower PC settings. What helps is to quit the game and start again.

But if you see an empty enemy transport ship in your coast that really would draw my special attention until the units start flying in.
 
I especially enjoy it when workers come running across the map. Gotta move a long way to cut those trees, I guess.

Did anyone notice, in WOTM5, the fantasy map, the units ran north and south, not east and west? :D
 
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