While playing today I was in a battle and needed to heal my unit at the start of the next turn. I highlight the unit I want to heal and ended the turn. As soon as the next turn starts the screen moves right to another unit I have to heal, while I try to cycle through to the unit needing to be healed. I am unable to cycle fast enough and lose the unit to opposition. My question is; how do I control this to my favor for the next turn saving future units?
The game I am in now I lost a city to a pop-up. I settled my city, ended turn, next turn I was going to rush a unit and POW, a pop-up from a local barb hut gives me a warning. I can't rush a unit and lose the city. Anyway to stop this?
Unfortunately thats just the way the cookie crumbles....It sucks but thats just something we all have to deal with, and its usually the reason a button battle is lost. Ending your turn over the unit works sometimes but quite often it switches like you said. If you are in a button battle make sure you have your cities production set on something and that you arent about to learn a tech that turn, it will cut down on the chance of pop-ups, but neither of those situations can be eliminated. Many people have asked for options on those for CivRev 2.
Originally Posted by MichiganHunter
Not really except controlling every controllable source of pop-up. Telling to your unit to move 2 tiles instead of only one will make it be chosen at the end of the turn so it won't be the one you'll get first. Also,in your first example, you had a stack of unit. Fortify every unit you don't want to control quickly. You can fortify by scrolling with the d-pad through your unit stack... Tell all city what to build be sure not to finish building, unit, tech on next turn...
Originally Posted by MichiganHunter
What you can do when you get thrown over to another unit, is use LT + right thumbstick to manuever over to the unit you want to heal very fast, and click A once the cursor is over him. Do not use left thumbstick, as this controls the action of the unit the game highlighted for you, while right thumbstick is the one that asks "which unit did you want to control". This is much faster than 'cycling' through units, and its something i didnt know until playing H2H competitively.
Also, if you make sure all of your cities have something to work on, no techs are due next turn, and you have initiated contact already with local barbs/civs, no milestones are due next turn, then what i like to do is click 'A' on the unit i want next turn, and end turn again, just to make sure. Its sort of like a myth, but i think it helps aim towards that unit in the beginning of next turn.
The A thing works and its essential to winning button races.
Originally Posted by Aheadatime
This is far and away the revision I care most about for CivRev 2. Is it worth posting (again) in the "What we want for CivRev 2 " thread, or is it too crowded in there already?
Originally Posted by GrizzleyTigers4
I would rather throw the hammers away, or waste a unit's movement, than have the damn thing remind me to build for every unassigned city or fly my cursor across the map.
They don't have to get rid of the pop-ups/hints/reminders entirely. Just a simple preferences option like "Enable/Disable suggestions". Because that's why these things are there really - to remind you to do things. And I can see how it's great for new players on single player (a very important audience from the game designer's POV). It prevents you from wasting hammers, helps you make sure you do everything you want to do, etc.
But damn it makes things very frustrating.
It's been added already to CivRev 2 thread & the devs are aware of the absolute mind-numbing stupidity of pop-ups when playing MP.
While the "A" thing does help (I'm trying to get better at this async nonsense), there's only one guarantee: play a synchronous game instead of an asynchronous game. Obviously this can only be done via player agreement, but I'm always up for a synchronous match. Trust me, many top MP players lose some advantages when they can't rely on button-races, double-moves, etc.... Essentially, once you understand the ins/outs/details of the game, games boil down to starts + asynchronous "tricks" as all top players understand expansion, teching, pressing, Oxford, etc.... I'm completely comfortable playing P2M2 in a synchronous match. He's not too much for it though.
While battle-luck still occurs in synchronous matches, it's a function of the game rather than player "twitch" or asynchronous "tricks".
The other retarded thing is all the crazy menu's you get when interacting with other civs in MP. OMG!
- I want to talk
- Yes I want to trade
- You don't have anything?
- So talk to me blah blah
- I want to declare war
- are you sure?
- Yes I'm sure.
- I hate you and will kill you all
- .... uh... 45 seconds gone.
Add to that all the slow animations that take forever to load and display and it can be very frustrating sometimes. The game would take 1/2 the time to play without all the move and chatter animations.
The only upside is that EVERYONE has to fight the same dumb UI issues. So, at least it's an even playing field.
That's huge I think. So much of the effort on making CviRev games go more quickly than other Civ games and then such a big foul up on this one point.
Originally Posted by Gigiwoo
I had Civ 2 for the PS1, and all the options that would be useful for Civ Rev and drive us mad because they aren't there, were in Civ 2 on a far more basic machine!
Originally Posted by FF-GTR
I don't want any advice off advisors, and I certainly don't want dead leaders telling me they're dead!