Road movement problem

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El Condoro
Posts: 208
Joined: Wed Apr 02, 2008 12:44 pm

Road movement problem

Post by El Condoro »

I have tested this in the editor and it doesn't make any sense to me, so I thought I'd ask for help!

If there is a straight road (sealed or dirt, it does it with both) that passes through a mountain hex, for example, which is clear land all around it:
- if a pre-placed unit starts on that mountain hex, it can only move 1 hex (-2 AP)
- if a pre-placed unit starts on one side of the mountain hex, it can move through the mountain as if it is not there (due to the road)

Why? It doesn't make any sense to me.

The scenario is that I want units to descend from mountains and be able to move their full movement. I don't want them to pass through the mountains. Any tips? :)
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BillRunacre
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RE: Road movement problem

Post by BillRunacre »

Hi

Could the unit that is starting on the mountain hex be in low supply, as this does reduce their APs?

Perhaps stick an HQ behind it just for testing purposes, to see if the extra supply makes any difference.
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El Condoro
Posts: 208
Joined: Wed Apr 02, 2008 12:44 pm

RE: Road movement problem

Post by El Condoro »

Thanks, that's what it was. First, I think I might have had the unit with the problem off the road! [facepalm] However, I did a test and a unit that starts in mountains with an adjacent HQ had 4 supply whereas one that didn't, had 0 supply. I assume the system is checking the supply status at the start of a unit's move and applies it to the whole of the move.
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BillRunacre
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RE: Road movement problem

Post by BillRunacre »

Great!
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