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  1. #1

    Default Any mod available to improve unit cycling?

    The worst part of this game is the lack of a useful unit cycle feature on the campaign map. Does anyone know of a mod that removed already moved units from the cycle (arrows or "[" and "]" keys) and jumps to the next unit when moves are expended?

    I hate wasting time finding my spies off in distant provinces and figuring out which armies have already been moved several battles ago in the same turn. Civilization and every other turn based game I can think of has this. I hope there is a mod that gives M2TW this feature.

  2. #2

    Default Re: Any mod available to improve unit cycling?

    Not that I know of Clypp, but it would be a very useful feature indeed...

  3. #3
    sharky4u's Avatar Civis
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    Default Re: Any mod available to improve unit cycling?

    There are two arrow either side of the selected items name, down on the right near the buid/unit/next turn buttons.if you select an army/city/agent move them then click on these it will take you to the next one on the list. It won't move you to ones that have not moved yet but you can cycle through until you find ones that have not!Works for me
    There are two kinds of officers, sir: killin' officers and murderin' officers. Killin' officers are poor old buggers that get you killed by mistake.

    Murderin' officers are mad, bad, old buggers that get you killed on purpose - for a country, for a religion, maybe even for a flag!

  4. #4

    Default Re: Any mod available to improve unit cycling?

    Yes, I know about the list cycle and the arrows of course. They are just extremely unoptimized and I lose time trying to find the groups I have not moved yet. Furthermore the list resets several times during a typical turn. Here is a list of the problems with the current system.

    * When you cycle to a family member in a city the cycle begins to cycle cities
    * Units with no moves left are in the cycle
    * Forward and back is not consistent as to units selected (forward then back does not land on the same unit)
    * Moving a unit into a city changes the cycle to city cycle
    * An army with 2 family members appears in cycle twice
    * A battle, diplomacy, selecting a unit out of turn and other events reset the cycle to start back from the top


    Solution:

    * Remove moved units from cycle
    * Have a separate cycle for agents and armies
    * Create a cycle list at the beginning of the turn and do not adjust it other than removing moved units
    * Do not jump to the city cycle when you bring units into a city or select a governor
    * Jump to the next unit in the list once the current unit's moves expire
    * Add a "drop unit" option to remove a unit from the list (such as the spacebar method in civ)

    If someone knows of a mod that fixes this please tell me. I really want this feature to add more action and less searching time to each turn. If you think you can make this mod, I will be the first to download it. If the mod is done well I don't think anyone will not want this feature.

  5. #5
    Kahn's Avatar Civis
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    Default Re: Any mod available to improve unit cycling?

    is any of this possible? This would make gameplay ridiculously more enjoyable.

    I HATE cruising down into the desert to search for wayward agents that may or may not be doing what they're supposed to.

    +rep to clypp for making concise list that sets out mod goals instead of just *****ing.


    To Hell we Ride...

  6. #6

    Default Re: Any mod available to improve unit cycling?



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