From: Canberra, Australia
ORIGINAL: Franklin Nimitz (March 2008)
A thought that occurred to me when reading that other thread referred to in post 19: Right now, you have some method when a unit disbands of transferring the remaining assets to another nearby unit. Why not do something like that when a motorized unit dismounts, but have the vehicles "disband" into either the owning HQ or base force. When the unit remounts, the vehicles "disband" from the HQ or base back to the original owner. No separate counters, just an accounting change. An appropriate "transfer delay" analogous to orders delay would account for drive time between units.
If a coy/plt size unit dismounts > vehicles go to bn HQ.
If a Bn or larger dismounts > vehicles go to base.
- 1) I stumbled over this and Dave never answered to this, I think.
Dave, would that be a feasible way to overcome the situation where motorized inf units (for example) can't enter woods, without having to code an all-new "dismount pool" solution?
I agree that this option could serve. However, it only addresses the minor part of the problem, namely where to hold the vehicles. What would still be left to do, and this by far is the biggest hurdle, is to make the AI smart enough to handle all the cases where an objective is impassable to motorised but passable to foot and allowing the mech/mot inf to still be allocated to that objective. Further is would need to work out when and where to dismount ( relatively easy ) but more difficult, when and where to remount. This would mean overhauling the route finding routines yet again to insert RVs at the dismount and remount locations. Then separate discreet routes would have to be calced between the start and RV and end ( not to mention any other interim locations like crossings that have to be rebuilt ).
On the bright side. I have just spent over a month doing more or less the same type of thing to get the automated bridge building to work. So once I get a spare month or too I can focus on doing this for the mount/dismount as well.
- 2) If I am not mistaken, currently, a motorized unit - which is forced to retreat/route - may very well cross terrain earmarked as impassable (for mot. units, ie. woods, walls, fortress/bunkers), with incredible speed, too.
If that happens, it's a real pain to get a tank Coy or a PaK company back to the roads, it takes up to 4-8 hours sometimes, sometimes even days.
Is it possible to exclude let's say tank units from routing through these types of terrains?
That should not happen as the route code still calls the standard pathing routines and it should prevent the unit from enetering impassable terrain. If this is happening then it's definitely a bug. If you can give me a saved game I'll check it out.