I'm thinking it may not be broken at all. Rather the value has been misinterpreted in how it works. So if this scenario designer wanted to give the Axis a reduced terrain cost the value should actually be 50% not 150%.

ORIGINAL: gliz2
I will post pictures later on but generally I'm seeing quite the opposite. So instead of being able to cover up to 200 km per turn I can barely make 85 km in first turn. I have tried few thing but to no avail.
And a single combat results in even lower ranges. Same for the movements on the road.
When recon unit is moving in own territory the cost per highway/road hex is 1 but behind enemy line is 4 points. For infantry it goes from 1 to 3 points. Makes no sense to me [&:]
@Lobster
Mate I'm writing about movement and not advance. Movement is moving unit dfrom point A to B. Advance is getting through enemy lines. Get it out of your system Sir [;)]
The Force Movement Bias should be scaled down by 5/6. So, it would be about 127 or 128.ORIGINAL: docgaun
Hmm. I agree that is a problem. We will look into it. A bit of testing seems, that enemy hex conversion cost set to 50% might work? Does this seem like a good solution? Any other ideas?
Thanks for the input. Appriciate it very much.
The there will be a new update out shortly
ORIGINAL: Curtis Lemay
Here are the movement adjustments I made to CFNA due to its scale:
Force Movement Bias: 153
Enemy Hex Conversion Cost: 29 (2.9% per hex instead of 10% per hex)
Supply Cost of Movement: 11 (0.11 per MP instead of 1 per MP)
Readiness Cost of Movement: 29 (0.29 per hex instead of 1 per hex)
Those changes were NOT made because CFNA was some sort of special situation. They were made because that specific hex scale (5km/hex and half-week turns) had been intentionally mucked up by ole Norm (for reasons only he knows). They were made to make the scale function the way the other scales that Norm considered "normal" worked (for example: 5km/hex and full-day turns).
ORIGINAL: sPzAbt653
Problem is you went outside the TOAW IV Scenario Editor and tried to use xml, which has always been shakey at best, and usually ruins what you are doing, although some use it and claim it is good. There is no reason to take the extra time and steps to do that. Those four changes can be made in two minutes using the Editor in TOAW.