Programming, school, and whatever else I feel like
Published on September 3, 2010 By camomilk In War of Magic

A request. It may be moot, I haven't updated to 1.07 yet, this is from 1.06:

 

I want move orders for units to be completed at the end of the turn, rather than the beginning. For both tactical and strategic move orders.

Currently, if I have a unit moving to a square, I end my turn, things happen in the world, my unit makes his move, and then I get to do my next turn. This literally TAKES AWAY CONTROL of that unit from me: in between those turns something may have happened that causes me to change where I want the unit to go, but the unit expends all of its movement before I even get control back.

 

 


Comments (Page 1)
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on Sep 03, 2010

A hotkey to allow all units with orders to move when pressed would solve this one quite nicely.

on Sep 03, 2010

MT Silver
A hotkey to allow all units with orders to move when pressed would solve this one quite nicely.
That's a great suggestion!

 

on Sep 03, 2010

I agree with the OP. Having units move at the beginning of the turn is a little unintuitive.

on Sep 04, 2010

When do units move at the beginning? 

on Sep 04, 2010

syneris
When do units move at the beginning? 

Actually, they don't, it just looks like they do.

1. Give a long move order.

2. End turn.

3. End turn again.  Your guy will not move.

4. End turn again.  Now you see him move.  The game is actually moving everybody who hasn't moved, then ending the turn, but it looks like they are moving at the beginning since the movement follows the clicking of the button.

Confusing.

on Sep 04, 2010

It's the same system used in the Civ and GalCiv games.

on Sep 04, 2010

At 3 your unit should move. It should have it's movement back from the first end turn and then spend it on the 2nd end turn. Not sure how it can be seen as at the beginning since they move before the AI. Actually moving at the start of the turn would be bad, because then you wouldn't be able to make changes. Maybe it's backwards in tactical combat, but because of a bug that can force you to autoresolve, I don't move outside my range in tactical.

 

on Sep 10, 2010

I think I just was confused and got it wrong how the units are moving. Either that or it changed in 1.07.

on Sep 10, 2010

The unit moves are definitely counter intuitive - agree on a button and/or more clear movement.

 

Also, ship movement animation is ridiculously slow - locks me to viewing the ship while I wait for it to plod a few squares.

on Sep 10, 2010

Units do move at the end of the turn.

Not sure why OP thinks they don't.

on Sep 10, 2010

Nick-Danger

Quoting MT Silver, reply 1A hotkey to allow all units with orders to move when pressed would solve this one quite nicely.That's a great suggestion!



 

For the love of god, this please. 

on Sep 10, 2010

Daynarr
Units do move at the end of the turn.

Not sure why OP thinks they don't.

 

I agree with you, but also with the OP's observation that the current system is a little off-putting.  The whole thing as is just looks a bit awkward, since I don't see enough visual cues that my unit is really going to move.  Once I've finished with my active moves, I'm ready for the end turn button, but since my pre-programmed moves haven't been executed yet, I keep wondering if the remaining units really have orders or not, and often end up clicking on them to double-check or even redo their move order, which defeats a lot of the reason for setting a long move to begin with.  I realize some of this is just me learning to adapt to the engine, and unlearning habits from other games (at least Civ has a "Contiune move" button), but if other people are getting bothered by this too, maybe the interface needs a change to something a bit more intuitive.

on Sep 10, 2010

I'm sure the SD guys are tired of hearing "but Civ has..." but one thing I liked a lot in Civ 3 (and ETW and probably zillions of other games) was when you tried to move a unit further than it can go in a single turn, it tells you how many turns you will need to wait for it to reach its destination.

on Sep 11, 2010

 

The whole thing as is just looks a bit awkward, since I don't see enough visual cues that my unit is really going to move.

Bingo.  Civ 4, you get a nice line, showing where every move will stop, and how many turns in all.  This is enough to reassure me that the game has understood my instructions and is showing me the path it intends to take, further reassuring me that the game will indeed accomplish the task I set it.  If I should worry about it, another click on the unit shows the path again.  Here, there is no path shown, just the destination square.  If I click again on that unit, and the destination square is not on the screen, there is nothing telling me the unit is on a long move.

Just showing the intended path/number of turns would probably go a long way to clearing the move thing up.  Still, this is a basic usability issue that should have been addressed a long time ago.

on Sep 11, 2010

As I already did my suggestions to the devs - find any 13 years old kid and let him play for 10 min; he will how to remake the controls. With the current controls it is boring click-fest.

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