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LCU's Teleport? (CoachZ stay out)

 
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LCU's Teleport? (CoachZ stay out) - 7/10/2008 3:13:01 AM   
floydg

 

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From: Middletown, NJ
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I saw a problem with LCU movement with some Chinese troops in Burma.

Here is the initial map:



There are three Chinese units in the highlighted hex, as follows:



All three units have a destination of 36,30 (down and to the left), where the Japanese unit is outside of Lashio.

One of the units, 22nd Chinese Division, is at 49 of 60 miles on July 28th. On July 29th, it's at 51 miles. On July 30th, it's at 53 miles. On July 31st, it's at 55 miles.

On August 1st, the unit is now at 37,30 with the same destination (36,30) with 0 of 60 miles marched. Same thing happened to the 55th Chinese Division. These units "teleported" to another hex!

And then on August 2nd, the same thing happened to the 200th Chinese Division.

We did compare PWHEX.DAT files and they are the same (from Stock, un-modified).

Any ideas?
Post #: 1
RE: LCU's Teleport? (CoachZ stay out) - 7/10/2008 3:23:59 AM   
Jim D Burns


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From: Salida, CA.
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This is due to the underlying transportation net. AB's map only has transportation links between hexes along the actual trail, so the units will follow the trail/road/rail line 99% of the time as the engine determines it's the shortest route, even if it isn’t.

In stock, all links were assumed to connect to all adjacent hexes, so moving across a hexside that didn’t have a link still paid the cost of traveling along a link. AB’s map fixed this, but the code was never programmed to determine whether a non-link hexside was cheaper than a linked one, so it defaults to the link most of the time on this map.

I’ve seen it occasionally take the non-link route, but usually it defaults to the link. So you should always assume your units will follow the road, and you’ll avoid unpleasant surprises.

Jim


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RE: LCU's Teleport? (CoachZ stay out) - 7/10/2008 3:38:34 AM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
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Jim -

This is stock.

But that does make sense about the shortest path, but if the game decided to have the unit follow the road, shouldn't it have been reported as xx miles of 120 miles (two hexes to move) instead of how it was reported (xx miles of 60 miles being just one)? And I had assumed since the unit was moving two miles a day, the unit "teleported" when there were still 3 miles to go (assuming it moved the 2 expected miles first).

Floyd

(in reply to Jim D Burns)
Post #: 3
RE: LCU's Teleport? (CoachZ stay out) - 7/10/2008 6:23:36 AM   
bradfordkay

 

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I consider that a design flaw... the game lists the distance to the destination as the crow flies, but the unit will follow the least expensive route (in movement costs).

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fair winds,
Brad

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Post #: 4
RE: LCU's Teleport? (CoachZ stay out) - 7/10/2008 12:29:41 PM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline
Okay, that explains it. Thanks.

Floyd

(in reply to bradfordkay)
Post #: 5
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