AutoPilot unused moves (Seems to be verified bug)

We have had a long discussion about how the game handles unused moves after autopilot ends.
You must click end turn to start autopilots. In GC1, this didnt actauly end the turn if autopilots had unused movement points after finishing the route.

In GC2, you press the end turn button and it centers you on what should be your next moveable ship just like GC1, however the turn ends and the next turn begins.

If I may suggest, a command that forces all autopilots to move, or perhaps an option to make autopilots move at the begining of the turn instead of at the end might work.


Here is the link to our discussion of autopilots unused moves.
Link

My apologies if this is not actualy a bug.

15,156 views 14 replies
Reply #1 Top
Just wondering if topics here need to be bumped or, as I suspect, the developers are on the ball and I can assume they read the post?
Reply #2 Top
I hope they read the post (or were at least aware of the problem).. I went as far as checking the option to allow moves after the autopilot (after end turn was pressed).. It caused much confusion in the empire, trying to move after the turn had ended and all..
Reply #3 Top
Just want to clarify for the developers that movement points are left unspent.

If your ship has 1 space left to move on autopilot, and it can move 10 spaces, 9 of those moves are wasted when you hit end turn and the date changes.

Seems like something the developers might want to know about?
Reply #4 Top
I definitely do *NOT* want my auto-pilots to move at the beginning of the turn. I want to be able to take them off auto-pilot and have their full moves available in order to react to the moves the computer players made during *their* turns.
Reply #5 Top
I am pretty sure there is an option in menu that is checked by default that says something like "Skip unused moves after autopilot." You might try unchecking that, and see if it then does what you want.
Reply #6 Top
Yes, we have tested all of those options backwards and forewards.

Bottom line is, if you hit end turn and a ship only has 1 tile left to travel in its auto pilot, it stops there, wastes the rest of its movement points, and bam, its next turn. Doesnt seem to matter what the skip option is set to.

Test it yourself, on whatever options you like. If you can find some combination of settings and test it and prove that doesnt happen, PLEASE post your results here, because you will be the first to do that that I know of.
Reply #7 Top
Turn 1, set colony ship to move 3 spaces.
Hit end turn. ship moves 2 spaces, date advances.
Hit end turn again. Ship moves 1 space, date advances.

Go to options, change "skip moves" toggle, repeat experiment, get same results.


Can I at least get a developer to jump in and say, "No Zor, you are wrong because......" or maybe "Yes Zor, we will look into this...."

I am not oneof those kids who doesnt know what a bug is. I am a modder by trade,and I feel the pain of the 1000:1 ratio of reported bugs to actual bugs.

I do not submit this bug lightly.

If I am submiting it in the wrong place, will someone please educate me?

Thanks.

Oh, one last thing...
I noticed that in any post where the poster is acting like a child whos mommy took his candy away, screaming and throwing a tantrum, those posts get answers. Oh sure, they reply with insults, BUT they answer the darned question.

Perhaps I should change my tactics if I want to actualy get answers... I can put up with a few insults to get a good answer here and there.
Reply #8 Top
*bump
Reply #10 Top
I really hope this'll get fixed in the upcoming patch.

It's not too hard to fix, I mean Civ4's 'auto-pilot' is beautiful, it shows how many turns it will take for that unit to get anywhere by holding down the right click button and the atuo-pilot goes after you move all of your units needing orders. Civ4 also has a force auto-move hotkey so it's very painless. Pretty simple to change imo.
Reply #11 Top
This really seems out of place


Do you mean the topic itself being located in the wrong forum?

If so I humbly apologize and ask for directions to the right forum...

Reply #14 Top
I believe that I have fixed the bug that was causing this. The fix will be in 1.1.