Andrew Brown -> RE: Myitkyina to Ledo (6/22/2006 4:25:10 AM)
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quote:
ORIGINAL: jwilkerson quote:
ORIGINAL: dtravel 1.6. A lot of hexsides got changed regarding land, water, both or impassable and the readme says: quote:
1) The major change is a modification to the way the presence of rail/road/trail links between hexes are represented. The change is intended to prevent the 'bug' which allows LCUs to move from a hex containing rail/road/trails, to a hex that does not, at a fast movement rate - as if the rail/road/trail DID join the two hexes. But I've never noticed any change in this movement behaviour. I see the same kind of "slingshot" movement in my current 1.8+ game and I've never even downloaded any mods, let alone installed them. Well Andrew should be able to help sort this out. The words in the patch note you pasted above, definitely sound like the "anti-catapult movement" fix. Plase note that "catapult" movement still exists. The change I introduced into the map data file (that eventually was incorporated into the official map data) was that the effect no longer occurs when moving from a hex with a link (road/railway/trail) to one without, such as an adjacent jungle hex. Now the effect only occurs when moving from a hex containing a link to an adjacent hex that also contains a link, and the link also connects the two hexes together. That is the situation you see in the case above. The LCUs in "Myitkiyina" are in a hex that is in the map data as a "railway" hex. Note that the link type (railway/road/trail/none) is per HEX, NOT per HEXSIDE. That is an important distinction that is the root cause of the "catapult" effect in the first place. When the LCU moves from Myitkiyina, towards Ledo, it takes the movement rate of the hex it is leaving. Not the hex it is entering. So it moves at a railway rate, which is up to 90 miles per day. Depending on how many miles the LCU has already travelled in the hex itself, this means that it can move up to TWO hexes along the trail. For example, the No.107 RAF Base force starts with 45 miles moved, but it is still within the Myitkiyina hex. As its movement rate will be that when using a railway, it can then move up to 90 miles in the following turn. That can be enough for it to jump two hexes, even though the intervening hex contains a trail instead of a railway. It is an unfortunate simplification in the game code. This effect cannot be removed by manipulating the map data file, as it occurs because of the way the game code operates. I WAS able to remove it in the cases where LCUs move from a hex containing a railway to a hex that does not contain any railway/road/trail, and that has been done for my map, and also for the official map post patch 1.6, but this is not the case above. Note that I did state this in the wording above from the 1.6 README,as I have emphasised here: quote:
1) The major change is a modification to the way the presence of rail/road/trail links between hexes are represented. The change is intended to prevent the 'bug' which allows LCUs to move from a hex containing rail/road/trails, to a hex that does not, at a fast movement rate - as if the rail/road/trail DID join the two hexes. If anyone wants to know why the two sitations are different, and why catapult movement can be removed in one situation but not the other just using manipulation of the map data, then I can explain that in more detail. Andrew Edited for typos (and added the word "unfortunate" [:)])
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