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Bertouch

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I know the earlier beta lacked a fortify command, which meant every turn the units you wanted to leave in your cities still had to be clicked upon to defend. But that still seems to be the case. Anybody else find this odd, given the sheer number of turn-based strategy games over the last couple of decades that use this?
 

hadberz

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There is a Sentry command, but on some units it does not show. I have no idea why. Click the arrow looking button that points to the right down by your unit picture. the Sentry button should show above the disband button.
 

Bertouch

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There is a Sentry command, but on some units it does not show. I have no idea why. Click the arrow looking button that points to the right down by your unit picture. the Sentry button should show above the disband button.

I see what you mean, and yes, it doesn't appear on a number of units. Still beta, though. A few days to fix this.

Thanks!
 

unmerged(37567)

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Jan 6, 2005
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I would like a Fortify command that only breaks if you select the unit or if it is attacked. It would make preemptive city defense easier.

I agree, the current Sentry command is too "sensitive", it wakes units even when there are units of another wizard that you're at peace with (but no non-aggression pact) nearby. Also it should be possible to use it when the unit has some movement points left (with the defensive bonus applying from the next turn).
 

unmerged(486223)

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I see what you mean, and yes, it doesn't appear on a number of units. Still beta, though. A few days to fix this.

Thanks!

There is a Sentry command, but on some units it does not show. I have no idea why. Click the arrow looking button that points to the right down by your unit picture. the Sentry button should show above the disband button.

The button will only appear if your unit hasn't moved or attacked this turn and there is no other faction unit within 2 tiles of the unit

I agree, the current Sentry command is too "sensitive", it wakes units even when there are units of another wizard that you're at peace with (but no non-aggression pact) nearby. Also it should be possible to use it when the unit has some movement points left (with the defensive bonus applying from the next turn).

I have found that factions I'm at peace with's units do not activate the unit if it is already in sentry, however if a friendly unit is near the unit it cannot enter sentry mode.
This is annoying in the demo as the AI likes to make a ship and send it to your coast and move it 2 hexs north then 2 hexs south, every turn! This means I can't sentry ships near my port city near the portal to the to the north east.

Also space bar (AFAIK) doesn't skip a units turn like it did in CivV. Meaning that every turn I had to move the mouse over and click Guard. Not game breaking but an annoyance as armies get bigger in a 50 turn demo so I dread to think how annoying it will be in late game.

Don't know if it was just the demo (or just me) but this game seemed to have a severe lack of hotkeys. That could just be coming from CivV (indeed the whole Civ series) that had very good hotkeys. There are not that many unit commands so hotkeys shouldn't be too hard to do as there are more than enough keys to cover everything.

'U', 'P' and 'L' are all close together as hotkeys for Upgrade, Perks and Level-up
'G', 'F', 'D' and 'B' are all close together for movement commands such as Guard, Fortify (or 'S' for sentry if you prefer), Disband and Build city

I know ALOT has been borrowed off CivV, but hotkeys are in all strategy games and are needed for long games, and if your going to borrow so many things from a successful game then don't neglect the smaller features as these can be a part of what makes the game a success.

tl;dr - Strategy game without hotkeys is a bad idea. Speed isn't as important in a TBS as RST but convenience is, and I want to issue my orders quick to advance the game