Request: Complete move at end of turn

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.

 

 

15,121 views 23 replies
Reply #1 Top

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

Reply #2 Top

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

:beer:

 

Reply #3 Top

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

Reply #4 Top

When do units move at the beginning? 

Reply #5 Top

Quoting syneris, reply 4
When do units move at the beginning? 
End of syneris's quote

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.

Reply #7 Top

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.

 

Reply #8 Top

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

Reply #9 Top

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.

Reply #10 Top

Units do move at the end of the turn.

Not sure why OP thinks they don't. o_O

Reply #11 Top

Quoting Nick-Danger, reply 2

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!



 
End of Nick-Danger's quote

For the love of god, this please. 

Reply #12 Top

Quoting Daynarr, reply 10
Units do move at the end of the turn.

Not sure why OP thinks they don't.
End of Daynarr's quote

 

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.

Reply #13 Top

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.

Reply #14 Top

 

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.
End of quote

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.

Reply #15 Top

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.

Reply #16 Top

After further review, the issue I was thinking of in my original post is definitely still happening in tactical battles.

Reply #17 Top

Quoting agio, reply 13
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.
End of agio's quote

 

Yeah Heroes of might and magic did as well.  I agree to this.

Reply #18 Top

Or they can just add a Brief text that says Turn ## when the turn official starts. So you hit end turn, everything moves, Turn ## pops up on screen and you go about your turn. Minimum coding and implementation needed, so fast, easy, and cheap. Which allows more important things to be addressed.

Reply #19 Top

there is an option you can toggle in the main option screen to prevent turns from automatically happening.

 

Edit: click off "Enable auto turn"

Reply #20 Top

I'd like to see something on the main map like in tactical battles where it shows all the squares where a selected unit could move for the remainder of the turn--or at least show the number of moves left in the turn over the head of the unit, or something.

:thumbsup:  

Also, if a unit has a destination tile set, I'd like to see the target desination more clearly, like make there square flash or have a big flag on it, and an arrows leading from the current square occupied to the target square.

:rofl:  

Finally, say we want a newly produced unit to join our sovereign's army.  It would be great if we could select a unit, rather than a square, as the destination, by control-clicking or something like that.  This could be enemy units too.

:dur:  

Reply #21 Top

Every TBS i have ever played had a visual indication of where your unit has queued up moves. I haven't played Elemental yet, but hopefully i can add it to the list when patch 1.1 comes out...

Reply #22 Top

Quoting Fearzone, reply 20

Finally, say we want a newly produced unit to join our sovereign's army.  It would be great if we could select a unit, rather than a square, as the destination, by control-clicking or something like that.  This could be enemy units too. 
End of Fearzone's quote
This.  I want to be able to right click on a target (friendly or enemy) and have a unit "follow" until he catches up (and either joins the unit or attacks depending).

Reply #23 Top

Quoting Jingseng, reply 19
there is an option you can toggle in the main option screen to prevent turns from automatically happening.

 

Edit: click off "Enable auto turn"
End of Jingseng's quote
Way to be illiterate. Your mom must be so proud.