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Posts: 5166
Joined: 3/2/2004 Status: offline
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[QUOTE] Both units start 30 miles apart. Both units begin marching toward the other's base. Let's say one leaves a day earlier than the other, as happened in one case to me. My troops had marched 28 miles toward the opponents base, and his troops had marched 30 miles toward mine, when suddenly they met each other in my hex and started fighting. Both units march directly toward each other on the same 30 mile trail, and yet marched a combined 58 miles until they met. I just think this bug's going to be too hard to fix easily, and will end up written off as an abstraction for the game system. They'd have to have a mini-hex system to keep account of sub-hex moves. I hope I'm wrong, but we'll see what they say...[/QUOTE] Not a big difference between this and the fact that when units are forced to retreat, they (in that turn) move the entire 30 miles to a nearby hex. That's quite a bit faster than normal travel (of course they're running then :p). Trying to correct something like that would be, I quite agree, quite a major programming addition. I think that it's a just a part of the overall abstraction. Because, for example, you are able to attack any enemy unit in the same hex and it doesn't matter whether they are in the vicinity of your base or 10 miles away. Now, when they move [I]into[/I] your hex, you only see them when they arrive in the vicinity of your base, but when they [I]leave[/I] your hex, you see them (and can attack them) during the whole 30 mile trip. (This is only my belief, since the only units that I attacked while they were voluntarily withdrawing were only about 2 days out from the base when I did. They retreated the entire way to the adjoining hex as a result the next turn. [SIZE=1][Note: This information is derived from comments about the withdrawal from my PBEM opponent.][/SIZE])
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