Quote:
Originally Posted by licker
I must say the bulk of you completely miss the point.
It does not have to be pathfinding afterall. You can set up your movement however you like, and the file can simply store the movement command to the next province# in your chain. Is this massive bloat? Seems doubtful to me, unless you intentionally make huge move chains, but even there you could cap the length of the chain at 5 or some other arbitrary number.
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Seriously, I don't see the resistance to this, until a dev says its too hard to code. I won't pretend to know what it would take to add it, and I don't really think any of you should pretend that either.
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I didn't miss your point, my argument was "it's going to be too much work for too little gain, and buggish" from the start. You're right, a chain of provinces to move to, set by the player by hand, would be the easiest approach and would eliminate a number of problems by making the player responsible for the route that he chose. But as I said, this is still decidedly non-trivial. Consider the following:
First, you need to be aware of your armies potential when moving. Because as you are aware, units may have Forest survival and similar skills, hence moving faster or slower through specific terrain. No problem you say, just walk as far as you can each turn. Give them 1 map move orders for the entire chain and then try to travel as far as possible along that chain as you can every turn. Very well, but what if that chain is getting broken by enemies taking a province that was once yours in the meantime? If it was the end point in a 2 map move or 3 map move movement, then you'll have to travel to the province before that, and then take the province back. You'll probably want to address that enemy army first and move somewhere where you're better defended. Things get tricky. All in all, vfb already summed up nicely a couple of points that I have against a feature like this.
Regarding site searching: It is my impression that the game so far just isn't aware about what provinces are capitals. Thus capitals are being sitesearched just like every other province. It would of course be problematic to include the info what all the capitals are in the turn files, because people could then extract that information and abuse it. But it might be a good idea to add a new flag (as in a bit in the province bitmask) for capitals, so that the mages can skip this province even if the site searching order was given during the client's turn preparation.