then u wait 1 second when u have already lost 1/5th of ur army, and they finally go to the direction u wanted but by now u have lost the fight
and this is just 1 of 5 bugs that happen EVERY SINGLE GAME
ive gotten kinda used to it and click way more, and automate less the gameplay instincts. but it sucks for everyone involved
another one: vils take the longest possible path instead of the shortest when there is a building in between, too often, causing u to not quick wall in time / repair in time / build buildings in time / vils go out of the base to die.
another one: units start sometimes going in a tangential direction and decide to go to towards the target just at the end, running into pike men or arrow fire at their own will with the unpredictable direction
another one: just try moving a group of CA in a square formation lol, they wont go anywhere of military use, unless u click far, they will all just run into each other staying in the same location and get eaten up by enemy mele.
another one: every game u will have 2-5 straggler units loose formation forever and u will have to move them by hand one by one or they will refuse any orders. Sometimes they will get stuck attacking a farm until the farm is dead not responding. Entire groups of 5 scouts will do this.
another one: try making a lightcav attack a monk when its close to it, if u click the lightcav again to task it again to attack, will forget its target and stand still for 1 second (animation reset + forget target) so u quickly fix it by pressing stop and hope for the best, because thats faster than repeating the same input that will or will not result in another stopped animation
thats actually how i micro a lot of the times these days, press stop near enemy units and sitationally, u win more fights than right click or attack move, because attack starts right away and they dont loose focus on enemy units
another one: try making KTs run away from a monk, they will first run towards it for 1 second (as units go opposite towards they are tasked for the first second), ensuring the monks will convert something
another one: villagers will walk 1 tile east left, 1 tile west up, (to the center of the tile each time, instead of just 1 north move) and u might miss a quick wall, a repair etc
another one: groups of units will dinamically act as WALLS for the pathing algo, making the unit tasked to go somewhere think the path is forever blocked, except it was just a group of vils passing by in front of the path etc, so ur units will think they need to go all the way around
all these things were almost non existant in the old c++ code, just taking a look at their functions and incorporating again some of that removed complex logic, would be really helpful to the gaming experience