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  • #16
    Someone at Firaxis must have decided that moving 50+ units seperately is FUN....

    Obviously my point is that it is impossible for me to understand that they decided not to implement this feature, or worse: that they never came up with the idea... or even worse: THAT THEY DIDN'T INTRODUCE IT IN THE UPCOMING PATCH!

    Whatever happened to common sense???

    Game speed has always been most important to me, already with Civ2 I hated those endless turns where you had to move over 50 units along your (rail)roads... Now it has even become worse...

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    • #17
      Stacking=win

      even if not for attacking, just moving....

      you know how hard it is to move massive armies? lol
      -=Dave=-
      aka Pangaea
      aka Civ Guy
      31291353

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      • #18
        I believe the easiest way to move a stack would be to right click on a place were there's more units and then choose the "move stack" option. Then there shows a goto thing (like the "g" key). This will then ofcause not allow them to attack.

        Doing it this way they wont be assigned to any stack, after moving the stack they are out of the stack again and act as usual
        This space is empty... or is it?

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        • #19
          Aye, please lock stacks together.

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          • #20
            Yes to stacking.

            The basic stacking mechanism, to implement armies, is already in place. Its use needs to be expanded.

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            • #21
              i gree with stacking but the point made about the potential for growing complexity is tgrue. i se it as like adding extra limbs to an animal, if the skeletal structure is not already there in the code of the game, you may as well be trying to grow an extra pair of limbs on a four legged dog.

              Maybe being able to have a command that gives you the option of having the same movement command apply to all units in a stack for only the next turn?

              anyway, stacking would definately be golden.
              Freedom Doesn't March.

              -I.

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              • #22
                Sad that we need a petition for something so obvious.

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                • #23
                  The only nondeterministic attribute that I can see with stack movement is in the case of units on the same stack that have different movement points (including units with the same base movement points, but with different points remaining). Determinism can be restored in this case simply by allowing the selection of only those units to move as a stack, all of which have the same movement points remaining.

                  It might work something like this. Click "stack movement" icon (or hot key, or whatever). A floating list appears showing all the units on the currently selected tile, grouped by unit and then movement points.

                  Move units:
                  • (5) Workers - 1
                  • (3) Workers - 0
                  • (12) Modern Armor - 3
                  • (2) Modern Armor - 2
                  • (3) Modern Armor - 0
                  • (1) Leader - 3


                  (The 0s indicate units with fractional points. Units with actual 0 movement left would simply not be included in the listing.)
                  "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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                  • #24
                    Yes to stacking.
                    No to armies. I never use them. I don't want valuable units stuck into an "army" stack that I can never get them out of.

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                    • #25
                      Yes! to stacks.

                      There was a poll here a while ago about this, which I have just shamelessly bumped.

                      My own take on the mechanics of stacked movement was like this (but it could be improved):

                      * Groups are unlocked by default.

                      * You lock or unlock a group by right-clicking it and selecting "lock" or "unlock". Only one option will appear, depending upon the lock status of the selected group. No lock option will appear at all for singletons.

                      * Members of a locked group all move together. Members of unlocked groups move indiviually.

                      * A locked group has a little padlock icon next to it.

                      * If a group or singleton STOPS (rather than passing through) on a group, it is automatically added to the group.

                      * A group moves at the speed of its slowest member.

                      Comment


                      • #26
                        Originally posted by ADG
                        I believe the easiest way to move a stack would be to right click on a place were there's more units and then choose the "move stack" option. Then there shows a goto thing (like the "g" key). This will then ofcause not allow them to attack.

                        Doing it this way they wont be assigned to any stack, after moving the stack they are out of the stack again and act as usual
                        I agree, possibly including in the stack only the units shift-clicked (you sometimes do not want to move them all, do you?). It would be enough to add one line to the right-click menu and you would have then three possibilities to close the right-click menu:
                        a. Clicking on one of the units - only this unit gets activated
                        b. Shift-click several units and click the last one - a group of units gets activated and you move them one by one
                        c. Shift-click several units and click the new "Activate stack" menu item - a stack gets activated.
                        After closing the menu the "goto" thing appears, using the slowest unit's movement in case c.

                        This would not be that difficult, what do you think?

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                        • #27
                          I'll sign here also...

                          Sigh....

                          All I really wanted for Christmas was the ability to move an entire stack of units all at once. I'd have even accepted it if it only worked with Railroads (removes the entire concept of different movement rates), and even if only the units with the same movement points were selectable at once. Ctrl-Shift-G just isn't enough to reduce the pain of moving units throughout a RR-ed empire.

                          Corruption reduction/increase really didn't matter to me. Nor did the lameness of coastal fortresses (IMNSHO--to beat a navy, you better have a navy of your own). Air superiority working is a good thing. The 1000000+ gold exploit didn't matter either since I could choose not to use it. Same thing with IFE.

                          My main desire for the Move Stack command is to save my precious time. Like many other folks, time is certainly my most valuable commodity and spending it to move workers and units around the empire one at a time is agonizing. I purposely do not maintain a fleet of workers simply because it takes too long! Certainly the current limitations of the settler/governer automation would be nice to fix (even more time savings), but worker automation is not really a must-have in my book since I prefer to direct improvements.

                          So maybe next patch I'll get my wish (perhaps before the end of the year or maybe even by Xmas!)....

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                          • #28
                            Stack movement is a must !!

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                            • #29
                              Here is an idea.....

                              I think the game would be a lot better if leaders could be created early in the game, even in ancient times. Call them war generals or something where they can be built like any other unit, maybe cost a little more though. It would be really easy to change the code to allow this and it would allow stacked untis (Army's) instead of individual untis scattered all over the map. I would only ask that the number of units allowed in the Army be raised to at least 5 to make them more useful and an unload command so that you can keep your armies up to date. (Who wants a 2000 year old army full of warriors running around fighting infantry). I have tried to do this with the editor by using the Explorer unit as a "Military General" and making him available in the early game, but the game locked up when I tried to build one. Oh well, maybe someone else could figure it out and implement it in the next patch. Stacked units are a must!
                              "Those of you who think you know everything are annoying those of us who do."

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                              • #30
                                What would happen during combat? would you have to un-stack them first?

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