Quote:
Chazar said:
The castle breaks it somehow and the solutions is currently see are either to restrict lab building to fortified provinces , add a checkbox to mark actively defending (but not patrolling) units [img]/threads/images/Graemlins/Cold.gif[/img] or live with the things as they are... [img]/threads/images/Graemlins/Cold.gif[/img]
Better ideas?
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As someone who only plays single-player and depends quite a bit on provincial defense, I totally agree with the observation of oddness. Finding a "fix" is a little harder.
I think the "Move and Patrol" order exists purely to get around this issue. It could be generalized to a "... and Patrol" order for all the in-castle actions like preaching, blood-hunting, research, summon allies, forging, ritual spells, etc. The only difference would be that a "Move and Patrol" morphs into a "Patrol" for the next turn, while "... and Patrol" shouldn't morph at all. However, here it gets more complicated, since casting and forging revert to "Defend" on the next turn, while if they reverted to "Patrol" you'd have trouble cycling through inactive commanders with the "n" key.