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Re: Old question Issue
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Re: Old question Issue
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Re: Old question Issue
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Re: Old question Issue
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Additionally there are time/places where you have to follow a road. |
Re: Old question Issue
It’s a war game, not a simulation. You need to account for that and adjust and only move the unit one or two hexes at a time.
It’s very trivial and a non-issue. |
Re: Old question Issue
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Re: Old question Issue
Let's put it this way.....no matter what we do somebody will think a different way is better and for them it might be.... and for others maybe no so much.
We *could* code the game so roads are not considered in a human move and that might make you happy but not someone who is trying to move a convoy of units down a winding road behind the lines and they keep wandering into the weeds. The "move only one hex at a time in critical situations" has been SOP for (literally) a generation of SP players. In less critical moves you can usually get away with 2-3 at a time but if you suspect you might be observed and could come under fire moving one hex at a time is no different than if you were moving through a forest in RL knowing an ambush is possible. You would not expose yourself and move for an extended amount of time.....same with the game A further point related to this is map-making.... if you are trying to place a road exactly you DO NOT pick a point far away from your starting point and expect the road to be placed the way you want it to be.( ESPECIALLY if it crosses a stream or river or swamp ) It has to be placed in short sections just as movement needs to be done...less critical placement can be done over greater distances, critical placement had to be done one at a time the same as movement |
Re: Old question Issue
As it stands now you use long moves in back/safe areas to let the AI find the shortest route for you.
Combat you go to 3-4 hexes or less if terrain is complex & you want a specific path. Not only does this mean you can pick your path its a far safer way of detecting surprises like hidden units. Moving in pairs a few hexes at a time can help to move them both a few hexes then when 1 takes fire the other unit might be in a position to detect the firer. Also using the above for vehicles at least not entering the last hex (or2) till you have moved a few others can leave you some options in danger areas. Now when the AI ignored the first couple of vehicles to pass by & opens up on the next you hopefully can move to hide or take a better position with those last MP. |
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