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Sentry?
Jun 1, 2006 18:23:40 GMT -5
Post by MMV on Jun 1, 2006 18:23:40 GMT -5
As with C3 (all versions) and C2 (all versions) C4 has the "sentry" setting in unit options
Run your cursor over the "sentry" command and this is what it tells you:
"Unit remains inactive until an enemy unit enters any adjacent square"
It's worked since it came out in C2 - through all the C3's - but it doesn't work in C4.
Your unit set on "sentry" will just sit there and die without ever reactivating when "an enemy unit enters any adjacent square."
How could this get by EVERYBODY from programmers to devs to QA's without anyone noticing it and fixing it?
I'd ask if it could be put on the next "fix" list, but I know the answer to that one.
It's not on sentry, it's on "come and get me because I'm really sleeping and I won't reactivate automatically or notify my leader until after I'm dead."
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Sentry?
Jun 1, 2006 19:51:36 GMT -5
Post by Avogadro on Jun 1, 2006 19:51:36 GMT -5
? Sentry works for me?
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Sentry?
Jun 1, 2006 20:28:32 GMT -5
Post by deyreepher on Jun 1, 2006 20:28:32 GMT -5
Oh...but the unit is watching....all the way up until its death.
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Sentry?
Jun 1, 2006 21:37:46 GMT -5
Post by Gogf on Jun 1, 2006 21:37:46 GMT -5
The unit will reactify at the start of the turn after a unit enters the adjacent square. If someone wants to kill your sentry, all they have to do is double move it.
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Sentry?
Jun 1, 2006 22:14:28 GMT -5
Post by friedrichpsitalon on Jun 1, 2006 22:14:28 GMT -5
The alternative could be very frustrating, though, and lead to lots and lots of misclick errors - imagine if you're halfway through moving a stack and a sentry activates, yanking your view across the map. Woops! Enjoy the misclick.
Sentry works as intended; units wake and appear first at the start of the turn when a hostile is next to them.
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Sentry?
Jun 1, 2006 23:29:58 GMT -5
Post by Necrominousss on Jun 1, 2006 23:29:58 GMT -5
Finally MMV wrote something I can completely agree with.
The sentry does not work the way I think it should. Sentry is practically worthless in my opinion. As soon as the sentried unit see another unit it should become active or made next in unit rotation. Sentry command=hold your ground here till you die as far as I can tell.
I always meant to ask somebody about that before. Does your preferences that you have set maybe change the sentry units reactions or something?
I've tried just letting it stay active and check it every turn but that gets annoying due to the fact the the rotation of the units doesn't go in rotation after you skip a unit and may keep going back to the unit before it goes to the other units.
This also make no sense to me. Some time you want to save a units command you may give it till the last cause your not exactly sure what action you prefer to give the unit, so you skip to next unit. Then it may go back to this same unit again before all other units in the rotation. Does this disturb anyone else as much as me? Once a unit is skipped this unit should go the the end of the unit rotation. I guess that makes too much sense.
As long as we are on this subject. Does any one know the formula for what units its picked to give order to next.
And another thing. The hot keys for if you want a worker to be active or a military unit do not work either. [ W ] is suppose to be for military unit and [ / ] is suppose to be for worker but you just get whatever when you press them. Edit: on closer inspection [ W ] just says units so i guess that would activate just any old unit including workers. But why would you not also make one just for military uinits too. Theres already a key for workers.
Sorry I got a little off topic but one things seems to lead to another and the problems are overlapping to make one small problem even worse.
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Sentry?
Jun 1, 2006 23:40:23 GMT -5
Post by lporiginalg on Jun 1, 2006 23:40:23 GMT -5
ya the sentry thing is pretty useless. I used it lots in civ3 (sp) but in civ4 MP if somebody moves a unit next to your they're going to be more aware of that and more likely to move first next turn if it's important. It seems to me a more reasonable solution that having it automaticaly select the sentry would be maybe an alarm sound like your unit yelling 'enemy spotted' and a flash on the world map to indicate which sentry has spotted trouble, also if the sentry is on a hill it should do this as soon as it can see a unit as apposed to waiting until the unit is fully adjacent, maybe it does work that way I don't know cause I gave up on using it. Sentry units should also be considered fortified but and again maybe they are, I don't know... just my two cents.
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Post by Elledge on Jun 2, 2006 2:31:09 GMT -5
I prefer to just scroll around on the map constantly watching for enemies like a f**king paranoid with ADD
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Post by MMV on Jun 2, 2006 8:57:01 GMT -5
No Fried - it doesn't work perfectly and as I previously stated regarding the other civ games and the "definition" of "sentry" listed for C4, it doesn't work at all.
I'ts "asleep" and not on "sentry"
No, misclick wouldn't be an issue, because it's NOT a "click and move" issue where a misclick could happen, it just pops up and let's you know giving you the OPTION to click and move it as it has always been - just like ALL the other sentry definitions in all the other Civ games I mentioned - and the definition for "sentry" as listed in C4.
Even on a double move unit like a horse unit, it should still activate as always before dying to the 2 move attack.
You've got a sentry out there and it gets killed because it doesn't "reactivate" and you literally don't even know if you got killed by one maceman or from a stack of 30.
By the description given, it should literally "awaken" as soon as an enemy unit moves into an adjacent square - it doesn't.
It doesn't work as it says.
And unless it's near one of your own cities it doesn't even give you the written notification that "The enemy has been spotted near xCapital Cityx"
In a busy game, you generally find out about the enemy moving into an adjacent square of the sentry unit when you here the nose and get the written notification of, "Your axeman has been killed by a maceman"
So Fried, we're either all wrong here, or you just don't know.
Sometimes it's best to simply say, "I don't know why" or "I've never noticed that"
You ask for specific game "glitches" in a positive manner without insults or blame
Ok, you have one.
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Post by MMV on Jun 2, 2006 9:37:29 GMT -5
Oh, I'm sorry, but I forgot to mention that "sentry" DOES work when you are within the borders of your own civ.
That's "usefull" since you can see there anyway.
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Post by makdadi on Jun 2, 2006 9:42:48 GMT -5
Does sentry work for scouts? I have never had a scout wake up ever before getting killed. I have had military units wake up, but this might just be because opponents are more likely to double move a scout on a hill than a military unit on a hill.
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Sentry?
Jun 2, 2006 10:39:43 GMT -5
Post by Elledge on Jun 2, 2006 10:39:43 GMT -5
I don't get it. You really want to have some popup every time the other guy moves anything next to your sentried unit?
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Sentry?
Jun 2, 2006 10:43:18 GMT -5
Post by whiplash on Jun 2, 2006 10:43:18 GMT -5
I think what they want is for the sleeping sentry to wake up and be activated as soon as an enemy unit can be seen by that unit.
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Sentry?
Jun 2, 2006 10:47:27 GMT -5
Post by Canucksoldier on Jun 2, 2006 10:47:27 GMT -5
Yes but as Fried stated this was a tough game balance decision, do you want map to centre on the sentry when you are busy fighting? This was the least evil of the solutions.
CS
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Sentry?
Jun 2, 2006 10:55:24 GMT -5
Post by Avogadro on Jun 2, 2006 10:55:24 GMT -5
And your sentry shoudl be on higher ground so that if is is activated after your moves then you still have 1 turn to react.
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Sentry?
Jun 2, 2006 12:34:14 GMT -5
Post by zzZhenon on Jun 2, 2006 12:34:14 GMT -5
I think the issue with Sentry is that it works when someone is adjacent to you, not when within sight of your unit. Since most of us put sentries on hills and forested hills where we have a 2-tile radius sight range..... Yeah it makes sentry rather useless. Usually sentries are killed by 2-move units, the same exact turn they are adjacent.
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Sentry?
Jun 2, 2006 14:49:09 GMT -5
Post by Canucksoldier on Jun 2, 2006 14:49:09 GMT -5
Well I'm sure that that is something we can ask to change with Warlords then......
CS
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Sentry?
Jun 2, 2006 18:53:30 GMT -5
Post by MMV on Jun 2, 2006 18:53:30 GMT -5
so actually, the sentry isn't SUPPOSED to work as in previous civs and the mistake is really that the definition in the game "Unit remains inactive until an enemy unit enters any adjacent square[/i]" shouldn't be there?
and "popping-up" as in reactivating as stated IS what the Civ series has always done; that's what it says, and oddly, shouldn't that be what we expect unless otherwise indicated?
it also then needs to be taken out of page 39 of the Sid Meier's CIV reference guide/manual that comes with the game.
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Sentry?
Jun 3, 2006 13:42:47 GMT -5
Post by Necrominousss on Jun 3, 2006 13:42:47 GMT -5
I don't get it. You really want to have some pop-up every time the other guy moves anything next to your sentried unit? Of course I do! Thats why I put him there, to be my eyes and ears while I focus on important empire building projects and organizing my military, not to be a free promotion for the first axeman that wonders by. And not only when in an adjacent square but anytime he sees enemy units. That means, if sentry is on a hill surrounded by plains and grass I expect a pop-up when unit is in sight, which is 2 squares. Freid has a point that becoming instantly active could have it's own set of problems if you are attacking at the time or under seige at that moment. My suggestion would be a pop-up that says SENTRY SEES ENEMY FORCES and then become the next unit in the rotation to be active.
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Sentry?
Jun 3, 2006 13:55:24 GMT -5
Post by Elledge on Jun 3, 2006 13:55:24 GMT -5
I don't get it. You really want to have some pop-up every time the other guy moves anything next to your sentried unit? Of course I do! Well, OK, fair enough.
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