Moves truncation when TURN is pressed

Does this slow anyone else down?

E.g., you have a fleet with 10 moves and you send him 25 hexes.

When you send it, the fleets moves 10, has 15 left on journey, 0 moves left.  Then you press TURN.   <turn rolls over>

On the next move, fleet stays where is until you press TURN. It then moves 10, has 5 left on journey, 0 moves left. <turn rolls over>

On next move, fleet again stays where is until you press TURN.  It then moves 5, has 0 left on journey,  5 moves left.  <turn rolls over>   So 5 moves are truncated/ lost. 

So in order to get maximum distance, lots of extra micro going on with ships...

Would anyone else be keen a mechanic where after pressing TURN, the unit cycling system would bounce you again to mitigate above scenario?

CHEERS!

 

 

17,289 views 4 replies
Reply #1 Top

This is not my experience.  When I hit TURN, any ships with partial moves do those partial moves, and then I get IDLE SHIP prompts until I deal with all ships that have partial moves left.  Then I get a second TURN button that actually advances the calendar, production, diplomacy, etc.

Reply #2 Top

Quoting erischild, reply 1

This is not my experience.  When I hit TURN, any ships with partial moves do those partial moves, and then I get IDLE SHIP prompts until I deal with all ships that have partial moves left.  Then I get a second TURN button that actually advances the calendar, production, diplomacy, etc.
End of erischild's quote

I seem to remember that it was so in earlier versions, but I experience the same behaviour as insomniatrist: when a ship or fleet has a target that it reaches with some movement points left those are lost. When I get control back over such a ship or fleet, it has always full movement points. There is no such thing as an "interim turn" anymore that is just for those cases that ships reach a target without having used up all movement points.

Indeed that's annoying and another reason for more micromanagement. If that is not easily fixed, make it at least so that the player can set a path for ships or fleets by ctrl-clicking or whatever to set waypoints, because at least I do often not set a path for a fleet or ship from start to intended target, but break it up in smaller parts to avoid flying through enemy territory or to make sure some fog of war is cleared.

Reply #3 Top

Quoting erischild, reply 1

This is not my experience.  When I hit TURN, any ships with partial moves do those partial moves, and then I get IDLE SHIP prompts until I deal with all ships that have partial moves left.  Then I get a second TURN button that actually advances the calendar, production, diplomacy, etc.
End of erischild's quote

Interesting.

 

Reply #4 Top

Quoting lyssailcor, reply 2


Quoting erischild,

This is not my experience.  When I hit TURN, any ships with partial moves do those partial moves, and then I get IDLE SHIP prompts until I deal with all ships that have partial moves left.  Then I get a second TURN button that actually advances the calendar, production, diplomacy, etc.



I seem to remember that it was so in earlier versions, but I experience the same behaviour as insomniatrist: when a ship or fleet has a target that it reaches with some movement points left those are lost. When I get control back over such a ship or fleet, it has always full movement points. There is no such thing as an "interim turn" anymore that is just for those cases that ships reach a target without having used up all movement points.

Indeed that's annoying and another reason for more micromanagement. If that is not easily fixed, make it at least so that the player can set a path for ships or fleets by ctrl-clicking or whatever to set waypoints, because at least I do often not set a path for a fleet or ship from start to intended target, but break it up in smaller parts to avoid flying through enemy territory or to make sure some fog of war is cleared.

End of lyssailcor's quote

Bingo