GetAssista
Posts: 2732
Joined: 9/19/2009 Status: offline
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A discussion in the recent AARs about strat RR movement thrown out of whack when a hex on the railroad is invaded made me do some testing. And here are the results. I welcome comments and additional observations. Lowpe, you have seen this a lot in your game, right? A hex on the RR can be invaded in several ways (land, amphibious, para) and effects on units moving on the RR going through the hex can be different. The effects I observed are either 1 or 2. 1. If a hex is a base which is not taken on the turn of invasion, then all strat movement continues as usual. If stratting units arrive at this base on this turn, then they stop there keeping their strat mode. This is WAD and more or less fine. The annoyance here is that you cannot make your stratting units go around this base, cause strat pathfinding only cares about hex sides control, not about enemy presence on the path. 2. If a hex is a non-base hex invaded on the turn, or a base which was taken on the previous turn (so situation 1 was observed at t-1) then ALL stratting units that plan to go through the invaded hex in the future and cannot find a different route to their destination will be kicked out into move mode no matter where they are. AND said units will also be moved 1 hex in a seemingly random direction. All the units starting the turn in the same hex are kicked in the same direction, but I can't see what can determine the direction. I observed units thrown away from RR into the roadless mountains hex, so this random kick does not depend on roads present. Case 2 is really whacky. I can accept that the wormhole nature of strat movement necessitates switching units to "move" but cannot justify this random 1-hex kick. Units that can find a different RR route circumventing hex sides taken in the turn in case 2 will do so. But you cannot really prepare yourself for this wackiness except planning your RR movement piecewise
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