Army seleection needs a little work

I have played for several hours and the most glaring bug I can think of is the army selection screen (when you either need to split units up in an army or combine units in multiple armies into one) a few times when entering this screen I got crashes to desktop when I tried moving my unit into a larger army through double clicking on that unit (which I feel should be a drag and drop to make it easier for the player). Another issue I have encountered is that when you want to separate a single unit out of a larger army (or even a city) by clicking the little triangle on their portrait, the unit runs off into a random direction from either the group or city. My thoughts are that the unit should remain on the same tile as the army it left (so it doesn't expend movement points) and that when they are leaving a city there should be a destination point in which units exit the town (such as in planets in Galactic Civilization II). I understand that destination points may be a little harder to implement because the cities are growing in such weird shapes, but I feel that it will help players organize their troops and saves them frustration logistically.

6,303 views 4 replies
Reply #1 Top

I also encountered the crashes (vesion 0.87) in that army selection screen.  I tried moving units from one army to the other and the game crashed  every time.

Reply #2 Top

Yeah having to use movement points to add a unit to an army (when they occupy the same square), is somewhat annoying. 

Reply #3 Top

I mentioned this bug previously as well. I like the army management screen, but not when using it causes it to crash.

Hopefully it's fixed in the next release.

Reply #4 Top

I do get the reasoning behind forcing a split off army/unit into another square.  Essentially, for game balance purposes, you only want multiple stacks in the same square if you are exceeding the stacking limit of any one stack.  Otherwise, you could end up with, say if your kingom/empire had a 7 uinit stack limit, 7 single unit stacks, that an attacking player would have to kill in turn, which would take seven turns under the current design, assuming more single unit stacks weren't added during those 7 turns.

That being said, it is nice if we could choose where the second stack is moving to when splitting up a stack.  Usually, I select/shift select the ovals of which heroes/units I want in the new stack/take out of the existing stack and then click on the square I want those to move to, and they leave the other units behind, so I haven't experienced this bug you've mentioned.  I have seen some weirdness with stack merging/splitting however, especially when cities are involved.

Haven't tried stack manipulation under 0.87 yet, so something might have changed since 0.85 that I don't know about.