Toggle the units

Strategic Command: American Civil War gives you the opportunity to battle for the future of the United States in this grand strategy game. Command the Confederacy in a desperate struggle for independence, or lead the Union armies in a march on Richmond.

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Emporer
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Toggle the units

Post by Emporer »

Hi

It would be nice with the "next unit" feature to have the game pick the units that are most damaged first and then ascend through the units. This would save a lot of time and checking on the board. Is this possible in the current state?

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Platoonist
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Re: Toggle the units

Post by Platoonist »

Emporer wrote: Sun Aug 28, 2022 8:57 am Hi

It would be nice with the "next unit" feature to have the game pick the units that are most damaged first and then ascend through the units. This would save a lot of time and checking on the board. Is this possible in the current state?
Not that I can see. The "next unit" feature seems to work by picking units from west to east (or vice versa) by hex coordinate. You can't sort them by damage. You can exclude units by putting them in "sleep" mode but that seems to be it.
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kennonlightfoot
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Re: Toggle the units

Post by kennonlightfoot »

Major improvement in the Next/Previous Unit select would be it not resetting to the west most unit every time you do anything with another unit. I should keep advancing without resetting. The feature as implemented is almost useless.
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Rosseau
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Re: Toggle the units

Post by Rosseau »

kennonlightfoot wrote: Sun Aug 28, 2022 3:22 pm Major improvement in the Next/Previous Unit select would be it not resetting to the west most unit every time you do anything with another unit. I should keep advancing without resetting. The feature as implemented is almost useless.
Ah, and I thought it was just me. I have quite a few units in play in my modded game, and that was kind of driving me crazy. Thanks for pointing it out.
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Pocus
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Re: Toggle the units

Post by Pocus »

I managed to find a procedure to not forget any unit anymore, in a sensible way. You have to use both Sleep and Sleep one turn (which is not very user-friendly to use, but that's another debate*).

Each sector is piloted by a 'main unit'. Usually an HQ, but if there is no one around or the sector is made by several units w/o HQ, use the strongest one. Works the same for geo area where there are only a few garrisoning units, no sleep here usually.

Each non-special unit gets the sleep indicator (they are always skipped).
Click on Next, you get to jump to the westernmost Important/Independent unit. It might be an HQ, in charge of a sector, if not that's an independent unit and you have to process it independently too. Processing means sleeping it one turn once you are done with it, including doing nothing.

For a sector, do whatever you have to do for the whole sector, then sleep one turn to the main HQ. There can even be several HQs in a sector, but only one is the main one, the others too are already in sleep mode, the little white dot.

Doing it this way, you think more cohesively, and once it is no more possible to do 'next unit', it means you have processed all units on the map, whatever their locations.

*: As for sleep one turn. It is a bit difficult to find without being told it is existing. I also saw on the Steam forum 2 people confused by it. It comes from the fact it doesn't work when there is a unit in selection, contrary to perma-sleep.
So we have S, when a unit is selected to perma-sleep a unit.
But to have it sleep one turn, you need to have no unit in selection, then click on the sleep button, then when over your unit, hit space bar!!
I have been told double click is also supposed to work, but it does not reliably to me. Plus it anyway requires no unit is in selection.
So I advocate for the one turn sleep to also work with space bar when you have a unit in selection. This way everything is consistent and practical
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metabagel
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Re: Toggle the units

Post by metabagel »

Similar to the above post, I've hacked the "next unit" feature to work better for me as follows:

Set all non-front-line fortifications to sleep. I want to be sure to check out the fortifications which are likely to have been attacked. The rest, I'd prefer to ignore.

For armies which have a HQ, set all units except the HQ to sleep. I don't need to cycle through every unit in the army. Just bring me to the HQ, and I'll take it from there.

For regiments or brigades which are permanently posted next to a partisan spawn site, set them to sleep. The sleep indicator reminds me not to move them. They are hunting partisans.
Emporer
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Re: Toggle the units

Post by Emporer »

Hi

Thanks for your answer but the suggestions doesn't solve the real problem, they are just workarounds. There can not be a rocket sicence to program and release a real solution in a patch.
I really hope they will put attantion on this and fix it because this is a little enoying. In my opinion the computer should help the player and support them with tools to easy up the best it can. Thats the beauty with computers, not to do work around of the real problems.

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Hubert Cater
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Re: Toggle the units

Post by Hubert Cater »

Thanks for the feedback gentlemen, I can add some of these extras to our list, not sure if I can promise if or when, but good ideas here and we'll make a note of it for sure :)
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Hubert Cater
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Re: Toggle the units

Post by Hubert Cater »

Rosseau wrote: Mon Aug 29, 2022 3:05 am
kennonlightfoot wrote: Sun Aug 28, 2022 3:22 pm Major improvement in the Next/Previous Unit select would be it not resetting to the west most unit every time you do anything with another unit. I should keep advancing without resetting. The feature as implemented is almost useless.
Ah, and I thought it was just me. I have quite a few units in play in my modded game, and that was kind of driving me crazy. Thanks for pointing it out.
Can either of you help clarify this for me as I'm not quite sure I've understood? Just meaning whatever the last unit you've selected has been, the next/previous unit selected should be relative to that.

Is that not happening?

If not could you give me an example on how to repeat what you are seeing from your ends?

Thanks,
Hubert
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Hubert Cater
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Re: Toggle the units

Post by Hubert Cater »

Pocus wrote: Mon Aug 29, 2022 6:38 am I managed to find a procedure to not forget any unit anymore, in a sensible way. You have to use both Sleep and Sleep one turn (which is not very user-friendly to use, but that's another debate*).

Each sector is piloted by a 'main unit'. Usually an HQ, but if there is no one around or the sector is made by several units w/o HQ, use the strongest one. Works the same for geo area where there are only a few garrisoning units, no sleep here usually.

Each non-special unit gets the sleep indicator (they are always skipped).
Click on Next, you get to jump to the westernmost Important/Independent unit. It might be an HQ, in charge of a sector, if not that's an independent unit and you have to process it independently too. Processing means sleeping it one turn once you are done with it, including doing nothing.

For a sector, do whatever you have to do for the whole sector, then sleep one turn to the main HQ. There can even be several HQs in a sector, but only one is the main one, the others too are already in sleep mode, the little white dot.

Doing it this way, you think more cohesively, and once it is no more possible to do 'next unit', it means you have processed all units on the map, whatever their locations.

*: As for sleep one turn. It is a bit difficult to find without being told it is existing. I also saw on the Steam forum 2 people confused by it. It comes from the fact it doesn't work when there is a unit in selection, contrary to perma-sleep.
So we have S, when a unit is selected to perma-sleep a unit.
But to have it sleep one turn, you need to have no unit in selection, then click on the sleep button, then when over your unit, hit space bar!!
I have been told double click is also supposed to work, but it does not reliably to me. Plus it anyway requires no unit is in selection.
So I advocate for the one turn sleep to also work with space bar when you have a unit in selection. This way everything is consistent and practical
For this I did find one issue with double clicking and this will be fixed for the next update, thanks. And for when a unit is in selection, I am not able to use the tool for sleep or sleep one turn, essentially the Sleep tool should only work when a unit is not in selection at all... could you help me to understand with any further clarifications?
Rosseau
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Re: Toggle the units

Post by Rosseau »

Sorry Hubert, I did not see your reply.

I guess my experience is when I am cycling through units, I do something with a unit, and then the program cycles all the way back to the original unit in the queue? This is most probably WAD, and certainly not a huge issue.

Can't speak for everyone, but in most vanilla games can just go theater to theater not even using next unit function and manage things okay. The modded scenario I had running had an inordinately large number of units!
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