Emacz Posted Friday at 14:19 Share Posted Friday at 14:19 1 hour ago, Dakara said: Call to Arms" button exist already ! Wait, call to arms button? I must be nub. 1 hour ago, Dakara said: This seems to be a minor issue or rather, a case of player inattention; if a player decides to gather resources while under enemy fire, that’s not a problem (towers or archers deal low damage). I agree do some degree. But I still think from a practicality/logical point of view; if you are out working the fields and you see an enemy raiding party, or more importantly one of your comrades is being attacked chances are you are going to take up arms and defend, or retreat if your opponent is really good, and you are nub like myself and they are attacking from 2 or more areas, you might just be focusing on one and not realizing you are being attacked somewhere else. Link to comment Share on other sites More sharing options...
Thalatta Posted Friday at 14:53 Share Posted Friday at 14:53 2 hours ago, Dakara said: Call to Arms" button exist already ! Where? I see only six buttons: Self-Destruct, Abort, Attack, Garrison, Occupy Turret (which I don't know yet what it does) and Repair. Link to comment Share on other sites More sharing options...
Atrik Posted Friday at 15:18 Share Posted Friday at 15:18 12 minutes ago, Thalatta said: Where? I see only six buttons: Self-Destruct, Abort, Attack, Garrison, Occupy Turret (which I don't know yet what it does) and Repair. Vanilla UI doesn't have space to display all unit action button, so it doesn't show it. You can use the hotkey as an alternative. I can also recommend using ModernGUI as others and myself contributed to fixing bugs and limitations of the game UI. There are at least 100+ bug fixs like this in the mod. You can also choose to wait a few decades for them to be addressed in vanilla (no sarcasm, just a extrapolation of the time to get one item merged), staff and contributors do whatever they can to make it happen but the process is slow by nature. 1 Link to comment Share on other sites More sharing options...
Emacz Posted Friday at 17:22 Share Posted Friday at 17:22 I didnt even notice it on moderngui, will need to study more carefully. Link to comment Share on other sites More sharing options...
Atrik Posted Friday at 17:28 Share Posted Friday at 17:28 1 minute ago, Emacz said: I didnt even notice it on moderngui, will need to study more carefully. The absence of a bug is generally less noticeable then when it's here Link to comment Share on other sites More sharing options...
stevenlau Posted yesterday at 05:58 Share Posted yesterday at 05:58 This is the call to arms button, folks! 1 1 Link to comment Share on other sites More sharing options...
Thalatta Posted yesterday at 09:50 Share Posted yesterday at 09:50 (edited) 3 hours ago, stevenlau said: This is the call to arms button, folks! Jesus Fricking Christ... you are totally right. Just tested it and it works perfectly. In part it's our fault for not reading the tooltip, but it's not intuitive to give it such a simple name which, I think, in most games means something else, more so when most people talk about "Call to Arms" (the button should be called like that). Btw, what does Occupy Turret do? The tooltip is not clear enough, and I can't find any specific info. Maybe I just haven't come across "turret points". Also, as per one of my previous suggestions, a "Capture" button should be added. Edited yesterday at 09:51 by Thalatta Link to comment Share on other sites More sharing options...
Thalatta Posted yesterday at 10:41 Share Posted yesterday at 10:41 (edited) 2 hours ago, Thalatta said: Just tested it and it works perfectly. Well, actually, it would be nice that, if the terrain is clicked, units would go there after dropping resources, but instead, if the button is used nothing happens, and if the hotkey is used, the message "some unit(s) can't go back to work" appears, and nothing happens. Edited yesterday at 12:01 by Thalatta Removed Shift+Z as hotkey since that might have been my own definition Link to comment Share on other sites More sharing options...
Obelix Posted 3 hours ago Share Posted 3 hours ago On 04/07/2026 at 11:50 AM, Thalatta said: Also, as per one of my previous suggestions, a "Capture" button should be added. I strongly oppose, there's no more place for another button. It's okay to read the manual before start gaming and playing around with CTRL and ALT keys. Manual -> Hotkeys -> Modify mouse actions -> C + Right click ... On 04/07/2026 at 11:50 AM, Thalatta said: Btw, what does Occupy Turret do? This button appears only for ranged units. Have a look on Tips and Tricks 'City Walls' and Structure tree -> Phase 2 (of every Civilization) -> Wall -> Turret. I never used it before, but should do it in the future on scenario maps or when ruling Iberians. In other Link to comment Share on other sites More sharing options...
Thalatta Posted 1 hour ago Share Posted 1 hour ago (edited) 2 hours ago, Obelix said: I strongly oppose, there's no more place for another button. It's okay to read the manual before start gaming and playing around with CTRL and ALT keys. It seems to me that not having a button for something as important as Capture is bad design, a manual should not be needed, nor should newbies be expected to read it, for something like that. A place for a button can be made. 2 hours ago, Obelix said: This button appears only for ranged units. Have a look on Tips and Tricks 'City Walls' and Structure tree -> Phase 2 (of every Civilization) -> Wall -> Turret. Ok, that's confusing as hell. That Wall Turret icon appears beside the Gate in the Structure Tree, but not in-game, it's not something that can be built/upgraded, but that appears automatically. Then, the Turret button doesn't work on a Wall Turret, but on the Wall itself (nice to see that units can appear in its walkway!). It says "current turrets 16/16", but that has nothing to do with turrets, the gaps in the battlement are called crenels, although since there are 2 people per crenel, maybe "stations" would be a better word. It seems to me that this button is unnecessary, the garrison button should have this function when applied to Walls, after all it's really confusing that to man the Wall that button must be used, but to man the Wall Towers the Garrison button must be used. Maybe a more generic "Occupy" button could be used, which could also act as a Capture button if an enemy building is selected, with the description "Order the selected units to garrison a building, staff a station, crew a unit, board a ship, or capture a structure." There's no need for different buttons if the functions are similar and, if I'm not wrong, there's no overlap between them. Edited 1 hour ago by Thalatta Link to comment Share on other sites More sharing options...
Obelix Posted 1 hour ago Share Posted 1 hour ago 24 minutes ago, Thalatta said: Then, the Turret button doesn't work on a Wall Turret, but on the Wall itself [...]. I am using a2cae and can confirm. I'd call this a bug as well and reported it. 1 Link to comment Share on other sites More sharing options...
Thalatta Posted 47 minutes ago Share Posted 47 minutes ago 4 minutes ago, Obelix said: I am using a2cae and can confirm. I'd call this a bug as well and reported it. OK! Something I'd like to add, because maybe there's a case (or plan), to have structures that can be both garrisoned and posted (this should be the term, instead of "turreted"), the Occupy Turret button could be renamed to Post (in contraposition of Garrison, for external vs internal discrimination, and ignoring for now a more radical possibility of rearranging units from the structure itself). Capture could still be achieved with the Garrison and/or Post buttons on enemy structures, and if in the future (or some mod) units will be able to capture fortifications by storming gates or ramparts, this distinction would already be supported. Link to comment Share on other sites More sharing options...
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