Feature Request" "Go to" orders

Right now you have to select a unit, find the city you want the unit to go to, and select it.

It would be far easier to be able to have a "go to city" unit option. (as well as a "go to stack" order...when for example, I want a newly trained unit to join my sovereign's stack)

On a small map it's not a big deal, but on a large map with a vast empire, this can be a pain.

On an another note...I've notice that sometimes when I choose a long path for a unit to follow, the unit will often stay where it is no matter how many times I press the turn button. I end up having to babysit the unit, and give it multiple "short path" orders to get it to it's ultimate destination.

 

OT...IMO, death magic needs a "cloud walk" equivalent.

 

 

7,734 views 10 replies
Reply #1 Top

IMO, death magic needs a "cloud walk" equivalent.
End of quote

Why?  Cloud Walk is an Air spell and any mage can take Air Magic regardless of their Kingdom/Empire (Life/Death) allegiance.

Reply #2 Top

Quoting nDervish, reply 1

quoting postIMO, death magic needs a "cloud walk" equivalent.

Why?  Cloud Walk is an Air spell and any mage can take Air Magic regardless of their Kingdom/Empire (Life/Death) allegiance.
End of nDervish's quote

 

So you can play a "pure" death magic sovereign.

Reply #3 Top

Quoting Borg999, reply 2


So you can play a "pure" death magic sovereign.
End of Borg999's quote

Eh?

Reply #4 Top

Quoting mqpiffle, reply 3

Quoting Borg999, reply 2

So you can play a "pure" death magic sovereign.

Eh?
End of mqpiffle's quote

 

It doesn't really matter. It was just a side thought. I'd rather get feedback on my go to order idea.

Reply #5 Top

Quoting Borg999, reply 5

Quoting Borg999, reply 2
So you can play a "pure" death magic sovereign.
End of Borg999's quote

In that case, doesn't every school of magic need a Cloud Walk equivalent, so that you can play a pure Fire/Water/Earth/Life mage?  (Or, of course, you can just learn to live without unlimited strategic map teleportation...)

Quoting Borg999, reply 5
It doesn't really matter. It was just a side thought. I'd rather get feedback on my go to order idea.
End of Borg999's quote

Personally, "go to city" would be useless to me.  I don't know the names of most of my cities, so I'd have to click the minimap and find the city to see its name.  Once I've done that, then I may as well just right-click the city to send my stack there directly.

As for "go to stack", I think it would be of limited use.  While it's nice to just say "join this stack", that would presumably lead to a chase with the reinforcement constantly trying to move to the main stack's current location, even though it won't be there next turn.  It would generally be more efficient to send the reinforcement to meet the main stack at their destination instead and there's no way for the game to know that (especially if, like me, you move your important stacks a square or a turn at a time instead of telling the game where they're ultimately going).

Reply #6 Top

Quoting nDervish, reply 6

Quoting Borg999, reply 5
Quoting Borg999, reply 2
So you can play a "pure" death magic sovereign.

In that case, doesn't every school of magic need a Cloud Walk equivalent, so that you can play a pure Fire/Water/Earth/Life mage?  (Or, of course, you can just learn to live without unlimited strategic map teleportation...)


Quoting Borg999, reply 5It doesn't really matter. It was just a side thought. I'd rather get feedback on my go to order idea.

Personally, "go to city" would be useless to me.  I don't know the names of most of my cities, so I'd have to click the minimap and find the city to see its name.  Once I've done that, then I may as well just right-click the city to send my stack there directly.

As for "go to stack", I think it would be of limited use.  While it's nice to just say "join this stack", that would presumably lead to a chase with the reinforcement constantly trying to move to the main stack's current location, even though it won't be there next turn.  It would generally be more efficient to send the reinforcement to meet the main stack at their destination instead and there's no way for the game to know that (especially if, like me, you move your important stacks a square or a turn at a time instead of telling the game where they're ultimately going).
End of nDervish's quote

 

 

Then don't use that feature if it was implemented. I name my cities myself, and know the cities and where they are. I only produce units in 1-2 cities which have ALL the enchantments, improvements etc needed to max their potential. Producing them and manually marching them to another city over and over it tedious. Having a way-point for produced units would make re-enforcing the front lines easier and I can focus on what is actually fun, Fighting, exploring, and questing.

Reply #7 Top

Quoting EvilSalmon, reply 7
Then don't use that feature if it was implemented.
End of EvilSalmon's quote

Nowhere did I say it was a bad idea.  The OP said he wanted feedback and my feedback is that I would find it to be a "meh" feature that I wouldn't use.  That's just as valid a data point as your feedback that you would use it.

Quoting EvilSalmon, reply 7
Having a way-point for produced units would make re-enforcing the front lines easier and I can focus on what is actually fun, Fighting, exploring, and questing.
End of EvilSalmon's quote

This is a different feature than what I understood the OP to be suggesting (a lot of games call it "rally points") and it's something that I definitely do miss in FE.  I'd love to see it implemented and, if it was, I expect that I would get a fair bit of use out of it.

Reply #8 Top

Quoting nDervish, reply 8
Quoting EvilSalmon,
reply 7
Then don't use that feature if it was implemented.

Nowhere did I say it was a bad idea. The OP said he wanted feedback and my feedback is that I would find it to be a "meh" feature that I wouldn't use. That's just as valid a data point as your feedback that you would use it.
End of nDervish's quote

I feel the same way, if it was implemented I wouldn't use it, that said I would not argue against it being put into the game, I just don't have a need for it.

Quoting Borg999, reply 5
Quoting mqpiffle,
reply 3

Quoting Borg999, reply 2

So you can play a "pure" death magic sovereign.

Eh?



It doesn't really matter. It was just a side thought. I'd rather get feedback on my go to order idea.
End of Borg999's quote

You really shouldn't have put it in the OP, I feel its sad it leads to an off-topic feeling but it is still in the OP (original post) so I will give my comment upon it.
I really think this would lead air magic into being not so special again, Air magic feels awesome right now due to its ability to teleport around, earth magic due to you being able to change the lay of the land, Fire magic WOULD feel interesting if water magic wouldn't have gotten the fire-ball equivalent spell.

Sincerely
~ Kongdej

Reply #9 Top

Thanks for your feedback guys. Has anyone experienced the "stuck" path finding that I mentioned in the OP?

I've notice that sometimes when I choose a long path for a unit to follow, the unit will often stay where it is no matter how many times I press the turn button. I end up having to babysit the unit, and give it multiple "short path" orders to get it to it's ultimate destination.

 

Reply #10 Top

Quoting Borg999, reply 10
I've notice that sometimes when I choose a long path for a unit to follow, the unit will often stay where it is no matter how many times I press the turn button. I end up having to babysit the unit, and give it multiple "short path" orders to get it to it's ultimate destination.
End of Borg999's quote

Heh I have gotten so used to doing this whenever its important when I'm playing Elemental ^_^
I just don't trust the pathing system to find a proper path.

Sincerely
~ Kongdej