Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Rise of Nations > RoN-Help&Bugs Reports > Unit Rally Point Problem
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
31.Aug: `MOR` THIRD SEASON SIGN-UPS UNDERWAY
26.Aug: EMERGES AS THE WINNER
20.Aug: OH SO LOVABLE

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
albiedamned is offline albiedamned
Prince
Ellicott City, MD
Sep 2001
time: 00:28
  Old Post 18-05-2003 00:46
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Unit Rally Point Problem Remove this text

The ability to set rally points on units is very nice, since it keeps you from having to constantly update rally points as the battle moves. And I especially like how the new units will also join whatever control groups the rally point unit is in. However I think I've noticed one problem with this feature. I typically will have a control group full of infantry, with the rally point set on some arbitrary member in the group. As I pump out more infantry, sometimes I notice that the new infantry fail to join the group and move to the battle. I suspect what is happening is that the arbitrary unit I chose as the rally point has been killed, thus eliminating the rally point. If anyone from BHG is reading this, can you confirm the problem I think I've identified and let me know if there is any way around it as the game currently stands?

If this is truly what is happening, then a better behavior would be if the rally point automatically switched to another unit in the group when the original rally point unit dies. The priority would be for the rally point to first switch to another unit of the same type in the same group, then to another unit of the same class (barracks/stable/siege), then to any other unit in the group.

albiedamned is offline albiedamned
Prince
Ellicott City, MD
Sep 2001
time: 00:28
  Old Post 21-05-2003 00:42
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Increase the size of your Attachments

No one ever replied to this, so I thought I would bump it. Has anyone else been frustrated by this issue? One slight workaround I've been using is to assign the rally point to a general in the group instead of to an arbitrary unit. Since the general stays behind the line (usually), he is less likely to die. But I don't necessarily have a general with every control group, so I can't always do this.

Rohag is offline Rohag
Warlord

May 2002
time: 05:28
  Old Post 21-05-2003 17:23 Visit Rohag's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Browse Apolyton AD-FREE

I've encountered the same problem. Frustrating it is when your replacements go AWOL.

Possibly related: I've made the mistake of keeping military production buildings far from the front on "Aggressive" stance - the units they produce automatically are set to Aggressive. Units will start out heading for their assigned control group, but if they encounter any enemy unit or building on the way they'll stop and fight and may never reach the intended destination.

albiedamned is offline albiedamned
Prince
Ellicott City, MD
Sep 2001
time: 00:28
  Old Post 21-05-2003 17:50
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

I changed the overall default stance in the Options screen to Defensive. I find this works much better as a default. They still attack everything they see, they just don't chase it as far so they wind up getting back to their original route sooner. Within a game, I usually try to remember to change my siege factories to stand ground, since I don't want those guys moving around without my knowledge.

Hamdinger is offline Hamdinger
Settler

May 2003
time: 05:28
  Old Post 22-05-2003 23:15
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

I, too, have been frustrated with the rally point issue! In addition to your theory about losing the original unit, I also wonder if there might be a limit to how many units can be in a control group. (I tend to send everything to one big control group.) Also, since a unit can be a member of multiple groups, what happens when you set a rally point to that unit? Lastly, occasionally I'll see a unit assigned to a group that I never set a rally point on. For example, I usually set my ships to group seven and the only rally points I set to that group are from docks. Occasionally I see barracks units in group seven.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:28.
Apolyton Time is 00:28.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0456 seconds (88.58% PHP - 11.42% MySQL) with 29 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net