Re: Moving Through Multiple Provinces
Thank you Kristoffer.
I knew this already, but its nice to hear it again from time to time.
I'm not disappointed or surprised by your answer, its what you've said all along.
I don't see the real issues with bugs or other problems as some have been suggesting if this is implemented intelligently, however, I really don't understand it in terms of if you don't want to use it you won't have to, and if your forces get stuck you will find them anyway by hitting 'n', commanders cannot be issued an illegal movement command as it is, how this changes that I don't know, or see.
Think about it, set a move order to a distant province, and each turn the commander will issue a *legal* (obviously) movement order to get closer to that province. There might be some fudging on that, but already there is a kind of path finding for non flying move 3 units, this is just expanding that to more than move 3.
Each new turn the move order is checked against the saved destination province and if it fails (due to the province being enemy, or no longer having a clear path) then the unit default to defend like basically every other failed command defaults to. So at the end of your turn if you hit 'n' relilgiously, as imagine most serious people do, you find all your stray commanders without orders and can adjust as needed.
I don't know how this results in lots of bugs, or even anything remotely unintended. Unless its implemented badly, but well, I assume there is at least some QC process you all have...
|