Is there a way to step with units to the same tile without grouping them?
Cuz I tried shift, alt, ctrl, read the manual... aaand nothing.
There must be a way... help:)! Thank you!
Cuz I tried shift, alt, ctrl, read the manual... aaand nothing.
There must be a way... help:)! Thank you!
Not that I know. The only way I found is to give movement to , for example, the next tile, so it finish the movement in the same tile that there is other unit. That way, they do not join, as each one has a determined path.
I use this "method", but it is getting interesting with 5+ movement points and on roads. This is a big shortcoming.
We really need it.
More control is better, I agree. But I struggle to think of a reason we would really need it.
Well, a way to split/join units into an army in the same tile would really be appreciated, and probably would fix this issue, and others like the current "manual army management"
sweatyboatman, I am sorry. "We" meant players who do not want to waste movement points, and plan their moves precisely. I agree tho, the game is playable as it is. But be honest... this joining/splitting group method is 1. faulty and 2. far too basic for a good strategy game.
(Only the first episodes of HoMM are worse with the calculation of movement points at the start of every round. Want to go far with heavy army? No problem, put a very fast unit to your main hero, click next turn, get a lot of movement points, now exchange the slow heavies from the "buffer" hero, and tadaaa! Go like a hurricane! Geez...)
SOLOSOL, I am not sure... splitting the "unwanted group" on the tile would result in lost movement points again.
With shift/alt/ctrl we could finally step on a road tile with a non-enemy caravan on it.
It wouldn't be an issue if only units didn't instantly lose all their extra movement when joining an army - if the army has 0 moves left and a guy with 3/4 left enters the tile, he should still have 3, I should have the option to move him again thus leaving the army - this is how it works in Civ4, for example. Instead those 3 moves disappear and the guy is now stuck with the army. Worse yet, if the army has only say 2 max movement, next turn he will only start with 2/4 moves, so even if I immediately leave the army he's still shackled to whatever max movement the army had until the next turn.
That is nice a one.
However, there is still the issue of moving parties to a farther destination... this grouping thing is one, but there are the caravans on a road aaand the quest camps too. I played only 220 hours yet, but there were plenty of occasions when I wanted to step onto a tile without "activating" it. Shift/alt/ctrl would solve it... and the main point is: I do not think it is so difficult to implement.
On the other hand, defending a tile e.g. with 9 units means lot of time wasted for the opponent... with challenging+dense monster setting and ironman it _does_ count.
And finally, the AI does not even have to step on a quest camp to grab it, did you guys noticed? Just leave your scout on a quest tile, and the AI hero will just take it by simply walking next to it. Awesome, eh?
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