Units Walking/Driving On Water Again

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KageToraUK
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Units Walking/Driving On Water Again

Post by KageToraUK »

I remember a short while back, someone posted a screenshot of an infantry unit walking across the sea from mainland Italy to Sicily. Was that ever fixed?

I made a custom scenario tonight, using the Scenario Editor, and there are three lakes on the map. Near the end of this 25-turn game, when I had forced the Soviets into a little pocket in the north-west of the map, Soviet troops and tanks (!) began crossing one of the lakes.....

Image

What can we do to prevent this? Is there something special we need to do in the editor, or is it a bug? All I had done was just put some lake tiles down, and then press 'Generate' before saving the scenario ready to be played.

***
Also, I don't know where to put this, but I have noticed that the AI never buys aeroplanes, and never puts paratroops in air transport.

Kage
wyldman68
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Post by wyldman68 »

Looks like the lake is frozen, because of the snow. Troops can move across ice.
KageToraUK
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Post by KageToraUK »

That is a possibility. I can't say I saw it happen while the map was in different weather conditions, because it was snowy for the whole time my units were in that area, and fog of war was on.

If then, that was the case, and indeed they were on ice, what would happen to the units if the weather changed next turn? Would they be 'killed'? Or automatically move to the nearest available land hex?
Kerensky
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Post by Kerensky »

Yup frozen lake acts as clear terrain.
This has been brought up as #78 in The Bug Thread.

Solutions include to not use lakes more than one hex wide, or simply use renamed deep sea tiles instead as those hexes never 'freeze'.
Also checking the true terrain underneath the overlay is critical. (spacebar hotkey in the editor)
Last edited by Kerensky on Sat Jun 25, 2011 3:44 am, edited 1 time in total.
OmegaMan1
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Post by OmegaMan1 »

Just to be clear, "shallow" hexes will freeze, while "deep" hexes will not, correct?
KageToraUK
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Post by KageToraUK »

Kerensky wrote:Yup frozen lake acts as clear terrain.
This has been brought up as #78 in The Bug Thread.

Solutions include to not use lakes more than one hex wide, or simply use renamed deep sea tiles instead as those hexes never 'freeze'.
Also checking the true terrain underneath the overlay is critical. (spacebar hotkey in the editor)
I see. So, for all intents and purposes, it's not a bug, and we do have a workaround. Fair enough then - something to remember for my next map (and a little fix to be added to this one). Cheers!
Rudankort
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Post by Rudankort »

It is a bug, but we consider it low priority because stock maps are not effected. The reason why it is not fixed is because it is not 100% clear how to approach it.
- Remove freezing lakes - but then lake terrain will not be different from sea
- Have the units die if they caught on a lake when the ice melts - may be unpopular with players because forecast is not 100% accurate
- Allow to move across frozen lakes but not stop on them - tricky as it will require to change fundamental movement mechanics.

If you have any suggestions on how to approach this, they are of course welcome.
AgentX
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Post by AgentX »

Rudankort wrote:It is a bug, but we consider it low priority because stock maps are not effected. The reason why it is not fixed is because it is not 100% clear how to approach it.
- Remove freezing lakes - but then lake terrain will not be different from sea
- Have the units die if they caught on a lake when the ice melts - may be unpopular with players because forecast is not 100% accurate
- Allow to move across frozen lakes but not stop on them - tricky as it will require to change fundamental movement mechanics.

If you have any suggestions on how to approach this, they are of course welcome.
You could let lakes stay frozen for a turn after it stops snowing. This would allow time for players to get any units off before the ice melts. If they are still on the lake after that, then you lose them. Besides, a frozen lake shouldn't melt immediately after snowing; it takes some time to thaw. Maybe have rivers thaw immediately after it stops snowing, but have lakes stay frozen an extra turn.
KageToraUK
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Post by KageToraUK »

Sorry to revisit an old bug, but it appears that even 'deep sea' doesn't prevent land units from moving over it:

Image

Is there anything else I should be doing, other than just putting the 'deep sea' tiles on the map?
Image
AgentX
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Post by AgentX »

There could be a road underneath that was done with Terrain Features. I modified the US West Coast map to make a more appropriate looking SF Bay Area. So, I redid a coastline without removing the roads that were drawn underneath. However, the roads were still "there" (units could move on the water) until I went back with the Terrain Feature and removed the underlying roads.
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Kerensky
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Post by Kerensky »

I would wager that custom map has not been configured properly. Bersaglieri and the Bear uses deep sea for it's lake, and that lake is untraversable when the ground is snowy and frozen.
EuroBoss
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Post by EuroBoss »

Perhaps restrict this too light units only like infantry?Hmm tank/s moving over fozen lake is looking abit odd to say the least
KageToraUK
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Post by KageToraUK »

Sorry, guys - after looking back at the map in the editor using View>Hide/Show all tiles, I see my mistake. For some reason there is another port hex under the water where that Soviet unit is..... :o

Cheers...... (embarrassed)
Image
EuroBoss
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Post by EuroBoss »

KageToraUK wrote:Sorry, guys - after looking back at the map in the editor using View>Hide/Show all tiles, I see my mistake. For some reason there is another port hex under the water where that Soviet unit is..... :o

Cheers...... (embarrassed)
No worries i'm sure we have all done this mistake before
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