Pathing?

I have been having a problem, understanding what I am asking my units to do.

 

One solution here is to save and then reload if they do not do what I expected them to do.  But that is tedious and slow, and sometimes save and reload makes things happen (like scheduled movement) that I might want to make happen differently.

 

Meanwhile, I have pioneers running into dragons, and... in one case I clicked on a square to move to, and my unit ran exactly in the opposite direction.  Although that unit had 6 moves, I apparently needed 4 to cross an unallied neighbor's land.  So apparently I was going to go back through my territory, circling the map, to arrive at my desired location within a few years...

 

Does the game have a feature where it can show me the intended path for a move?  (without save and reload, I mean...)

 

Or is there some other way of managing this issue?

 

4,799 views 5 replies
Reply #1 Top

The only solution that I can think of at the moment is, to refrain from clicking tiles too far away (that is, not in direct distance, but in distance that your unit would travel, if you manually would select the path) and instead divide longer travels into lots of shorter legs

Reply #2 Top

preview path would be nice

Reply #3 Top

Quoting ProteusJN, reply 1
The only solution that I can think of at the moment is, to refrain from clicking tiles too far away (that is, not in direct distance, but in distance that your unit would travel, if you manually would select the path) and instead divide longer travels into lots of shorter legs
End of ProteusJN's quote

I think that that would prevent efficient use of movement points.

Reply #4 Top

Quoting ProteusJN, reply 1
The only solution that I can think of at the moment is, to refrain from clicking tiles too far away (that is, not in direct distance, but in distance that your unit would travel, if you manually would select the path) and instead divide longer travels into lots of shorter legs
End of ProteusJN's quote

Solution is nice till you have cavalry and roads, then it becomes very, very tedious. 

Since this is persistent problem and no reporting or begging ever got any response from devs, you can safely presume that this problem will never be fixed. 

Reply #5 Top

Quoting bpalczewski, reply 5

Since this is persistent problem and no reporting or begging ever got any response from devs, you can safely presume that this problem will never be fixed. 
End of bpalczewski's quote

 

Or maybe they are still thinking about it and have not decided how they can approach the problem?