Ground movement bug (Full Version)

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BigBadWolf -> Ground movement bug (6/24/2013 8:16:51 PM)

Few turns ago my units started crossing Johore for an assault on Singapore. Southern Army HQ led the assault, while all other were set to follow. Then, after two turns, they decided that wasn't such a clever idea and reset their movement to zero. OK, no biggy, I had this happen before, I just issued orders again. This time, they make it across (and capture the city in the first go) but SA HQ remained at Johore. Is there any way of preventing this happening in the future? Am I missing something?




witpqs -> RE: Ground movement bug (6/24/2013 8:30:33 PM)


quote:

ORIGINAL: BigBadWolf

Few turns ago my units started crossing Johore for an assault on Singapore. Southern Army HQ led the assault, while all other were set to follow. Then, after two turns, they decided that wasn't such a clever idea and reset their movement to zero. OK, no biggy, I had this happen before, I just issued orders again. This time, they make it across (and capture the city in the first go) but SA HQ remained at Johore. Is there any way of preventing this happening in the future? Am I missing something?

AFAIK, units that have no AV can not enter an enemy held hex. The HQ has no AV, so everybody should have been following a combat unit, not following an HQ.




Quixote -> RE: Ground movement bug (6/24/2013 8:36:40 PM)

Units with no AV (like HQs) are reluctant to enter enemy hexes by themselves, and I don't believe the program considers "follow" orders when calculating this. Next time set a strong combat unit to lead, and have everyone else follow that.

Edit: I'm too slow again.




BigBadWolf -> RE: Ground movement bug (6/24/2013 8:58:53 PM)

Ah, that explains it, thanks.




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