Andrew Brown -> RE: AI movement cheats? (9/12/2005 4:24:10 AM)
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ORIGINAL: bradfordkay I've just started a new game on Andrew's v4 map, scenario 116 vs Jap AI. On Dec 18, a small force of Japanese is landed at Butuan and captures it. The next day, those troops marched into Cagayan and captured it (I did have time to load the base force onto two transports and get their butts out of Dodge). Two days later those troops have marched into Cotobato and captured it (again, the unsupported base force is loaded onto two transports and evacuated). In one respect, it is a problem with the way the game handles map data: while the road from Butuan through Cagayan to the hex west (game directions, not real ones) of Cagayan is shown as a trail, the data shows the portions in Butuan and that western hex as roads. However, if the game does, indeed, consider only the terrain in the hex from which the unit is moving the unit should not have been able to move out of Cagayan into that western hex in one day. It was not pursuing retreating units, since they had embarked aboard ship to sail away and thus there were no retreating units. Thus, it does look to me like (Japanese?) AI units do, occaisionally, get some sort of movement ("infiltration?") bonus. This does seem a bit odd, unless the unit was an armoured unit. Only an armoured unit should have enough movement points (60) to travel one hex by road in a day, and one clear hex (Cagayan to Cotobato) in 2 days (30 per day). Was it an armoured unit? Regarding the fact that the road from Butuan to Cagayan is shown as a trail. I realised a while ago that this could be deceptive. A more accurate depiction is to show it as road to the hex boundary, then trail after that. I decided not to change all of the rail/road/trail artowrk to this format because it is a lot of work, and in many cases it doesn't look very good. In some cases it does look OK and I have used the proper depiction in some hexes (Bombay and Pangim, for example). Andrew
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