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Would you reload in this case?

Xiao Xiong

Prince
Joined
Oct 15, 2009
Messages
480
The war was going well, my tanks had just rolled into Monte's capitol, and I had it well fortified with infantry. I fortified, and survived wave after wave of his outdated attackers trying to retake the capitol.

Decided to move a gunship out and see if I could pillage his horses but WHOOPS by accident I had the whole stack selected and moved all the units out into the open. No units close enough to try and defend, so Monte retakes his undefended capitol without a single shot fired while he decimates my stack now lying vulnerable out in the open with waves of knights and cannon. I do retake the capitol again, but in the process I lose half my stack and my prospects for taking the continent have dimmed.

Looking at this I decide that was not a strategic error, it was a mouse error, so I reloaded from the last autosave and replayed move for move exactly what I did up to the point of the mouse error.

I generally try to avoid reloads when I lose a lot of units, I like to learn lessons instead, but I guess that late in the game losing my stack to a mouse error seems like too painful a lesson.
 
Argh, I hate mouseclicking/Enter hitting errors.

I always either reload it or use WB.
 
The war was going well, my tanks had just rolled into Monte's capitol, and I had it well fortified with infantry. I fortified, and survived wave after wave of his outdated attackers trying to retake the capitol.

Decided to move a gunship out and see if I could pillage his horses but WHOOPS by accident I had the whole stack selected and moved all the units out into the open. Monte retakes the capital and decimates my stack now lying vulnerable out in the open. I retake the capitol again, but in the process lose half my stack.

Looking at this I decide that was not a strategic error, it was a mouse error, so I reloaded from the last autosave and replayed move for move exactly what I did up to the point of the mouse error.

I generally try to avoid reloads when I lose a lot of units, I like to learn lessons instead, but I guess that late in the game losing my stack to a mouse error seems like too painful a lesson.

I think that is perfectly legit. Then again, it's your game, you paid for it, and you don't need anyone's affirmation, but your own. Happy Civing.
 
I agree, that's a legit reload. There's a big difference between the tactical error which you want a do-over on, and a click error which resulted in something you didn't even mean to attempt.

I'm doing a reload of my Tokugawa game right now, but only to see if a different strategy will work, I have no intention of finishing that game, and now I'm just in learning mode.

-Sinc
 
toku is a fun one to have as a neighbor. i cringe every time i see him, he more annoying to me then shaka is
 
Personally, I wouldn't consider reloading after a stupid misclick to be cheating.
What would be unfair would be check "New random seed on reload" and keep
reloading until you get what you want.:(

However, just as everyone else above me said, it's your game and you can do what you want with it.;)
 
Seriously, game really needs a "undo" or CTRL-Z compatibility. Jesus. How many times have I cursed at the game because of misclicks. The grouping system is so confusing and unnatural anyway, I'm always unsure why certain groups still exist, why some units are all selected together. It drives me crazy. So I often move entire stacks when I only wanted to move one unit. NEED UNDO.
 
Seriously, game really needs a "undo" or CTRL-Z compatibility. Jesus. How many times have I cursed at the game because of misclicks. The grouping system is so confusing and unnatural anyway, I'm always unsure why certain groups still exist, why some units are all selected together. It drives me crazy. So I often move entire stacks when I only wanted to move one unit. NEED UNDO.

That's why I always use G + left-click to move. Almost never do I right click. Mice can be quite unreliable when you need to effect important decisions such as these.
 
Reload. This game is notoriously bad for control issues. It's hard to even select units as desired sometimes since control/alt/shift click doesn't work consistently on any of the 3 machines I've used to play this. If you select all with alt for example good luck shift-removing a couple units unless you unselect all and select them again. Stupid garbage. And then we move stacks by accident.

Reloading seems to be the only way to correct some of these types of errors short of playing incessantly carefully, so do as you deem best.

But don't forget that the advice of "do whatever you want" is most valid in single player. Even if that means playing the game completely differently from everyone or worldbuildering all over the place, do what's most fun for you in SP.
 
This game is notoriously bad for control issues. It's hard to even select units as desired sometimes since control/alt/shift click doesn't work consistently on any of the 3 machines I've used to play this. If you select all with alt for example good luck shift-removing a couple units unless you unselect all and select them again. Stupid garbage.

Glad to hear it from you. I thought I was crazy. I just rage when trying to unselect specific units from a stack.
 
I'd reload after that, unless I couldn't be bothered enduring the reload time. :p

As for having an Undo feature, I don't think that would work. It'd be like, lets just attack this guy with 10% odds to see if we get lucky... 'oops', undo. Or I wonder what's on the other side of that forest... [move scout] [look] [undo]. Of course, you can do that stuff now anyway (and some people do) but at least now you are punished for doing it with a long load time. :)
 
If you select all with alt for example good luck shift-removing a couple units unless you unselect all and select them again. Stupid garbage. And then we move stacks by accident.
Arrrgh! Another example of Civ silliness is when you have, say a group of artillery and a group of infantry on the same tile. If you send each group to a an enemy city four or five squares away they'll take different routes. Why? Each has one MP and each is going to the same place yet the arty goes by one way and the infantry another. So, you go through the rigmarole of putting them into the same stack to move them together then breaking up the stack again before you launch your attack.

Sometimes I can see into the future: "Announcing Civilization 5: Civilization 4 with a Sane Combat System!" I'd buy it.
 
Glad to hear it from you. I thought I was crazy. I just rage when trying to unselect specific units from a stack.

The only way I can do it without throwing a fit is by selecting all with alt-click, and then merging them into a group, and then deselecting from there.

I couldn't believe a recent "incident" I had: I ordered a settler to go out towards a new city site and hit enter a couple times too quickly. A barbarian moved right up on my border, and on that turn I should have been able to select the settler and tell him not to run out like an idiot and get killed. However, since no other units were active that turn, the game auto-moved my settler right next to the barbarian with no cover!

I immediately reloaded from autosave.
 
Arrrgh! Another example of Civ silliness is when you have, say a group of artillery and a group of infantry on the same tile. If you send each group to a an enemy city four or five squares away they'll take different routes. Why? Each has one MP and each is going to the same place yet the arty goes by one way and the infantry another. So, you go through the rigmarole of putting them into the same stack to move them together then breaking up the stack again before you launch your attack.

Sometimes I can see into the future: "Announcing Civilization 5: Civilization 4 with a Sane Combat System!" I'd buy it.

It does this pathing logic due to the existence or nonexistence of defensive terrain bonuses, but it's still stupid.

Another seriously bad/annoying control flaw: If you have air, water, and land units all on one tile, and are trying to select only air, control clicking doesn't necessarily select all your air (sometimes it selects your navy if you control click on the planes). Control click on the marines also picks the boats. Alt clicking anything selects the boats. What the hell? But that's how it works if you've been moving them as a stack.

You'd think, since fireaxis took the time to rework the AI in expansions, to completely rape overflow to the point of introducing a bug in 3.19, to rework how culture pressure works, and breaking/unbreaking espionage...that at some point in time just maybe...MAYBE they'd spare a little effort to MAKE THE CONTROLS WORK?

Nope ;). I love this game though...but it's tough love here, this flaw is as close to inexcusable as i've seen from any top rated game ever.

I couldn't believe a recent "incident" I had: I ordered a settler to go out towards a new city site and hit enter a couple times too quickly. A barbarian moved right up on my border, and on that turn I should have been able to select the settler and tell him not to run out like an idiot and get killed. However, since no other units were active that turn, the game auto-moved my settler right next to the barbarian with no cover!

Another serious, serious problem, if only because again, this has been a known bug since pre-BTS. It's true for workers building roads on the "route to" command also. It's one thing if the worker uses up its movement to end the turn adjacent to the barb and did not see it prior to that, but that's frequently not what happens. A unit will path RIGHT INTO barbs that are ALREADY IN PLAIN SIGHT. To really add insult in this case, a worker will move next to a barb, still have movement points, then AUTOMATICALLY BLOW ITS WAD BUILDING A ROAD to use up its movement, making sure you can't stop it in time too.

And it's not like there isn't logic in the game to stop units when there is known danger. There is. Any time you waypoint military and it tries to pass that stupid AI tactic of "put 2 units on a hill near a city and do nothing with them until the war ends", it automatically interrupts the movement of your forces which are not actually threatened in some cases, forcing you to micro by. If the game can handle THAT, can't it handle an interruption for defenseless units before they move into danger that's in plain sight?
 
It does this pathing logic due to the existence or nonexistence of defensive terrain bonuses, but it's still stupid.

Another seriously bad/annoying control flaw: If you have air, water, and land units all on one tile, and are trying to select only air, control clicking doesn't necessarily select all your air (sometimes it selects your navy if you control click on the planes). Control click on the marines also picks the boats. Alt clicking anything selects the boats. What the hell? But that's how it works if you've been moving them as a stack.

You'd think, since fireaxis took the time to rework the AI in expansions, to completely rape overflow to the point of introducing a bug in 3.19, to rework how culture pressure works, and breaking/unbreaking espionage...that at some point in time just maybe...MAYBE they'd spare a little effort to MAKE THE CONTROLS WORK?

Nope ;). I love this game though...but it's tough love here, this flaw is as close to inexcusable as i've seen from any top rated game ever.



Another serious, serious problem, if only because again, this has been a known bug since pre-BTS. It's true for workers building roads on the "route to" command also. It's one thing if the worker uses up its movement to end the turn adjacent to the barb and did not see it prior to that, but that's frequently not what happens. A unit will path RIGHT INTO barbs that are ALREADY IN PLAIN SIGHT. To really add insult in this case, a worker will move next to a barb, still have movement points, then AUTOMATICALLY BLOW ITS WAD BUILDING A ROAD to use up its movement, making sure you can't stop it in time too.

And it's not like there isn't logic in the game to stop units when there is known danger. There is. Any time you waypoint military and it tries to pass that stupid AI tactic of "put 2 units on a hill near a city and do nothing with them until the war ends", it automatically interrupts the movement of your forces which are not actually threatened in some cases, forcing you to micro by. If the game can handle THAT, can't it handle an interruption for defenseless units before they move into danger that's in plain sight?

Amen, Brother.
 
It does this pathing logic due to the existence or nonexistence of defensive terrain bonuses, but it's still stupid.
It always reminds me of those slasher movies where they break up into small groups to find the bad guy.
Another seriously bad/annoying control flaw: If you have air, water, and land units all on one tile, and are trying to select only air, control clicking doesn't necessarily select all your air (sometimes it selects your navy if you control click on the planes). Control click on the marines also picks the boats. Alt clicking anything selects the boats. What the hell? But that's how it works if you've been moving them as a stack.

It's as if they suddenly forgot that there's a keyboard with which you can do really wild things like, say, hit CRTL+A and click on a stack to select only air units or CTRL+N to select only naval units. Rather ironic in light of the fact that I can use the keyboard to do important things like move the camera, change my leader's name. civ name, etc.
 
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