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Cycling units - 6/11/2020 11:53:00 PM   
Laiders

 

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Hi all

Really minor one this time. Anyone know a way to specifically cycle through all units with AP remaining? Managing enough units now over enough terrain that I might forget to move some or not notice if they're buried in a stack.

If not, I'll have to start using the cycle keys systematically as soon as I start interacting with units on a given turn and force that to become habit.

Might be a useful feature to add BTW if not available.
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RE: Cycling units - 6/11/2020 11:54:17 PM   
Destragon

 

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The cycle keys automatically only cycle through units that have not been moved yet.

(in reply to Laiders)
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RE: Cycling units - 6/11/2020 11:58:31 PM   
zgrssd

 

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The problem with a feature is, that most unis will have AP remaining. Moving also costs readiness. And it might only be possible for hexes you do not want to get to.

However, if you manage a lot of units, maybe compressing them into a Corp with a lot of unit options checke would help? The Grenadier has variants with some MGs, Tanks, Artillery, Bazokas - any any combination of them. It can take a while unlock them all, of course.

< Message edited by zgrssd -- 6/12/2020 12:00:40 AM >

(in reply to Destragon)
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RE: Cycling units - 6/12/2020 12:00:04 AM   
Laiders

 

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Nope. Tried them and hit units with 0 AP that I had already moved and fought with. I'll just keep cycling till I repeat.

Ah... I got it. It's cycling between units that have 0AP due to upgrading this turn I think or something. All the units have no AP and I don't think I moved them or did anything. Maybe low readiness? Whatevs.

Other weird behavior is it's not cycling my garrisons, at full AP, despite the fact they have never been set to guard mode because this is one of the first turns this game I have started cycling units with hotkeys.

EDIT: zgrssd compressing isn't an option. I'm in mid-game invading another major. I have 2 bridges plus most of my militia plus 4 or 5 independents. I have deliberately not raised as many units as I could, both because I am strapped for IP and to avoid unnecessary management. I have brigades rather than corps to ensure I have enough units on the field to cover frontline as necessary and envelop.

I also obviously meant AP sufficient to do something. Units that cannot take another action could just be shunted into a pseudo-guard mode for the rest of the turn to avoid problems.

The current problem is it will only cycle 4 units all with 0AP. Flat 0. Which is weird. The cycling not the 0AP.

A whole bunch of units are apparently now in guard mode. Maybe I set it by accident but I don't think I did. The plot thickens...

< Message edited by Laiders -- 6/12/2020 12:19:50 AM >

(in reply to Destragon)
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RE: Cycling units - 6/12/2020 12:15:28 AM   
Destragon

 

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When you set an OHQ to guard mode, I think you also automatically set all its units to it as well.

And yeah, newly built units are cycled through, probably a bug, since the game doesn't realise that they can't move and it's only checking for units that have already moved.

(in reply to Laiders)
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RE: Cycling units - 6/12/2020 12:21:45 AM   
Laiders

 

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I have never set an OHQ to guard deliberately and my garrisons, all independent militias or MG regiments, were also in guard mode as were a random smattering of units across two OHQs.

New turn. Last one before I have to go to bed. We'll see what happens with the cycling.

Okay long and short is cycling already seems to do what I want. Yay!

For some reason, my cycling went a bit weird on the specific turn that prompted me to ask in the first place. Maybe because I had these 0AP units and I had already moved everyone else.

< Message edited by Laiders -- 6/12/2020 12:26:17 AM >

(in reply to Destragon)
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RE: Cycling units - 6/12/2020 12:55:30 AM   
Bookworm83

 

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A little bit off topic, but what is guard mode? I see the key for it in the manual, but nothing about what it is is.

(in reply to Laiders)
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RE: Cycling units - 6/12/2020 1:15:10 AM   
Destragon

 

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Guard mode means the unit will be skipped when cycling through them.

(in reply to Bookworm83)
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RE: Cycling units - 6/12/2020 1:31:07 AM   
GodwinW


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Tbh I feel we had a good system for that in Age of Wonders, where you had a button (or key press) that cycled through units ("Next"), and if you used all AP you'd automatically skip to the next unit, and if you didn't you had 2 options: "Next" again: cycling to the next unit (eventually looping back to this one), and "Done" (also with key shortcut): done for that turn and cycling to the next unit, not coming back to that one for that turn only.

And there also was a Guard mode btw: never include this unit in the loop until Guard is cancelled.

< Message edited by GodwinW -- 6/12/2020 1:32:07 AM >

(in reply to Destragon)
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