Wish: Command to tell all units in city to exit to a specified square.

Without having to click over and over, for each unit.

Or maybe the command should only affect as many units as currently fit in your army. So if you have six slot max, only six would exit.

Or a window pops up showing the units in the city, and drag into the new army the ones you want.

 

11,342 views 7 replies
Reply #1 Top

You know you can select multiple units and then right click the tile you want them to exit to, yes? This is not a criticism, I think your user interface ideas are great. But this particular one I haven't noticed being a problem.

Reply #2 Top

there's a keyboard shortcut for ejecting all units that are currently in a city (the "V" key). leaving a city doesn't cost movement points, so you can just send the units you don't want in your army back into the city.

Reply #3 Top

I agree. Many of these type game allow a city to have a waypoint were any produced/exiting units will rally. 

Reply #4 Top

Quoting Azunai_, reply 2

there's a keyboard shortcut for ejecting all units that are currently in a city (the "V" key). leaving a city doesn't cost movement points, so you can just send the units you don't want in your army back into the city.
End of Azunai_'s quote

 

Is this true?  I could swear that I've had instances where I can't pop armies out of a city because they have no movement points left, as well as situations where I popped a unit out and then couldn't move them because they (now) had no movement points left...

Reply #5 Top

A unit with no movement points will pop out with the "V" key, but will then be unable to go back into the city. Very disappointing to lose a city this way, but I chalk it up to one of the evils of war.

Reply #6 Top

@merlinme -- no, i didn't know that.  thx!

Reply #7 Top

Actually... Stardock's other game (Galactic Civilizations) DOES allow you to set a planetary 'orbital insertion' point, so that when you select a ship, it goes to a specific square.  So the code exists somewhere... this gets complicated with the way cities snake out when they grow though, but it could always just 'unset' the exit square if the city takes over the square in question.

While I do use the 'select unit and then select square' thing a lot, one place we can't do this is when the first city is built.  The Sov, and any units stack with the Sov, picks a random unoccupied square to move to.  I'd rather have the Sov stay in the city, and be able to move him/her out on my own, instead of the current situation.