REQUEST: Anyone else think AUTOMOVES should happen at the START of turns?

I find it non-intuitive to have the automoves all seem to go at the end of my turn. I'd like it if they all went at the beginning so I can better coordinate my "by hand" moves with current positions of automoving ships.

Bad idea? Anyone else have an opinion?

~SDC~
605 views 16 replies
Reply #1 Top
I think end of turn is better, if only because many times my survey ship, a scout or something discovers something that may want me to rethink my strategy, and so therefore reroute where a ship was going to go. I may have to have a corvette or a colony ship go a different direction, which you can't do if they move first.

fleabitfox
Reply #2 Top
I prefer end of turn, its more flexible on what you do, and allows you to react i guess.

~SDC~
Reply #3 Top
My problem is that they don't happen at the end of the turn either. They happen when the first non-automoved ship moves.

FWIW, pressing before selecting -anything- at start of turn causes an all-automove-now event.

~SDC~
Reply #4 Top
(well, to correct, they'll happen at EOT if they haven't happened already, but it isn't consistent) I'd also like to be able to turn off automatically scheduled autopiloting entirely, while keeping stored paths and having a "continue move now" button for each ship, along with a "continue all moves" button so I can control it all if desired.

~SDC~
Reply #5 Top
oh. damn. the forum ate my original direction. Press [Space] before doing anything else to automove everything.

~SDC~
Reply #6 Top
Wow, interesting preference for the end of turn... OK.

~SDC~
Reply #7 Top
'My problem is that they don't happen at the end of the turn either. They happen when the first non-automoved ship moves.'

They should be moving after the *last* non-autopiloted ship already in space moves.

~SDC~
Reply #8 Top
I'm sure you saw it, but I posted a proposal for a revamp of the Autopilot system. It's fallen into obscurity in the 6 hours ago mark though. :T

~SDC~
Reply #9 Top
Arturus: I'm pretty sure that's not how it's working currently, but I'd have to go back and test it.

~SDC~
Reply #10 Top
Not start of turn! That was one of the things that annoyed me in Civ ... I set a unit to automove, the computer did its move, resulting in me wanting to move that unit somewhere else, but before I could change its orders, it auto-moved, thus wasting two turns for me (one with its now erroneous move, and one to undo that).

The galciv way as it is now seems fine to me. Though, even nicer, would be a button or command 'automove now' ... so that they automove when I press that, or if I don't, at the end of turn.

/unic
Reply #11 Top
Yeah, I can see your point.

~SDC~
Reply #12 Top
I'd like a hot-key that completes all auto-moves, and then it complete the auto-moves when I hit next turn if I didn't do the auto-moves.
Reply #13 Top
That would solve the issue entirely. GOOD IDEA!!!!!!!!

~SDC~
Reply #14 Top
You can make automove happen immediately from the Fleet List.

Ships with the blue dots through the shield are on automove. If you click on them, they will perform their move immediately.
Reply #15 Top
I agree that the timing of the movement is fine, a button to force all ships to automove could be nice. But with that I would like to see some more features added.

Ships should never attack during automove unless it is to attack the movement target (i.e. a starbase that was directly moved to); they should just stop and ask for orders. Very annoying to have my survey ship get killed because there happens to be a starbase in its way.

An option that would interrupt the automove if the ship gets within N spaces of an enemy ship. The N value should be settable so that as the enemy gets faster/can see farther we can set the distance higher. I really hate when my constructors automove next to enemy ships because I missed a red dot on the minimap.
Reply #16 Top
The one thing that bothers me about automoves automatically going after all non-automoving ships have used their movement is sometimes I've only got one non-automoving ship (recon) and it will find something and suddenly I need to reverse direction on automoving ships (like constructors that are moving away from a suddenly-available resource or towards a big nasty military ship), but by the time the automoves are done, I've not only lost this turn on those ships, but it's going to take another turn to get back where they were at the start of the turn, in effect costing me two turns.