Obsolete
Posts: 1492
Joined: 9/4/2007 Status: offline
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BTW, for moving units, I NEVER use the options to move multiple as a whole. Yes, you may do that to save time (if you're lazy :P) I suppose, but as a rule of thumb I like to micro-manage as much as possible so I either don't run into as many nasty surprises, or I have some more options available to me when I do run into those damn ambushes, etc. Basically, I've seen enough restrictive GUI's that PREVENT me from moving the units in a path/direction I want to, because you are left to an auto-path finder which... sadly puts you often into the worst/dangerous path to take often. Other times you can do a stop-go, but get some sort of penalties for stop-going through your hexes. So again, I will NOT take the GUI for granted in CCII, and will take advantage of micro when ever I can (except for those times I also get lazy). Since stacks can get to 9 counters deep, there is a movement designation window that pop's up on stacks in case you want to do some fast sorting on what you want counted and not (npi). Also for another method, let's assume you have a few scattered counters laying about. After selecting one counter, you can either hold down the shift or control key, while selecting other counters strewn about elsewhere. Then, if you click on any hex say, 2 positions away in any direction, the entire group now will move in unison as a whole. I can see some value to this in maps which you KNOW where an enemy particularly is (or is not more likely).
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King-Tigers don't let Tiger-I's get over-run.
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