[SUGGESTION] Strategic Movement

Due to depth in terrain, occasionally I wind up sending my scout to the most undesirable places which nets them a premature death. Would be nice if the tile was marked to illustrate where the unit is heading to before it is sent; I believe Windows uses the hover function. I'd suggest highlight, but I'm colorblind and that can be a challenge unto itself for me to distinguish as well.

4,817 views 7 replies
Reply #1 Top

This exists in Civ, and I've been wanting for it for a year now. Please make movement exactly like Civ4, and I'll be happy. Specifically, highlight the exact path the unit will take (I might then want to avoid it), show turn markers on each tile so I know how long it will take to get there, and show red on tiles that have enemies along my movement path.

 

Civ4 did strategic movement perfect. It even stopped automatic movement if you approached an enemy unit. Please, let's have this!

Reply #2 Top

I would love to see a graphical indication of the path a unit is taking along with some indication of how far it will go along that path each turn.

Reply #3 Top


This issue has already been brought to the developers' attention and is slated to be modified before release.

Reply #4 Top

Quoting CdrRogdan, reply 3

This issue has already been brought to the developers' attention and is slated to be modified before release.
End of CdrRogdan's quote

 

And how do you know this, and yet we don't? Clearly yet another example of poor communication to the users, if a topic is brought up and allowed to be discussed, while no one knows it's already being fixed. We need a constantly updated thread on these forums, listing A] changes that are being considered implemented and B] changes that will not be considered. They we as a beta community could be more productive and helpful as a whole.

Reply #5 Top

Before the beta started, it was stated that a visible path for army stacks was going to be implemented, just not for the first beta.  It will be introduced, it has already been approved by Derek, the designer.

Reply #6 Top

I've been around for a while, just must have missed that.

 

However, I wasn't specifically looking for path that leads to your destination (albeit, that would be nice too), but instead that the tile you wish to send unit(s) to is marked in some shape or form indicating which tile is selected. Reason being, when working with depth, the tiles are not perfect squares and sometimes, the tile that you like is actually the other side of the mountain.

 

This is all moot if when the path is shown, it's an additional click since then you can clearly see if you have the right tile selected.

Reply #7 Top

This should also clear up a couple of concerns of mine in that it is pretty hard to tell whether a tile is going to take 1 or 2 movement to progress through. Some normal tiles have forest on them, some hill tiles are quite flat when viewing from above, etc. 

Another movement issue is that there always seems to be 1 movement tiles around the base of a mountain. This tends to give 'lanes' of travel which is an interesting strategic element, but means that most travel is along mountain ranges and feels at odds with the rest of the terrain modifiers.