Hi Pip,
Could the player know the way the unit will go before accepting the movement?
Often, I have units destroyed because my vehicle doesnt make what I want! Its goes on the road in front of ennemy troop seen which is not logical instead of taking a shorter way but on groun!
The way woul be seen on map and accept or not.
I must be very carefull to that!!!!
Regards Pip.
Movement
Moderators: Slitherine Core, BA Moderators
Re: Movement
Hmm, on both PC and iPad the squares the units will pass over when moving are highlighted, you should be easily able to see which one they are.
If you don't like the way the units are going by default simply move one square after the other over the exact path you want them to take, at least that's what I do, I don't think there's any penalty compared to direct clicking on the final destination square if the path is the same.
(^^)/~
If you don't like the way the units are going by default simply move one square after the other over the exact path you want them to take, at least that's what I do, I don't think there's any penalty compared to direct clicking on the final destination square if the path is the same.
(^^)/~
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Re: Movement
Usually there's no penalty for choosing the path your units take click by click... However, if a unit is susceptible to 'bogging', 'tracks off' or 'breakdowns', that % chance of breakdown test is applied for each individual move... so if you do choose to move in multiple clicks, you're going to breakdown somewhere along your route...ivagiglie wrote:If you don't like the way the units are going by default simply move one square after the other over the exact path you want them to take, at least that's what I do, I don't think there's any penalty compared to direct clicking on the final destination square if the path is the same.
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Re: Movement
And so I wonder, is that reasonable? shouldn't the bog down event be tested only once per turn/unit. The way it is now it penalizes people that want to move units on a specific path, I don't think there is another benefit from moving in several steps.
Re: Movement
Hi,
thanks for replies. The highlighted cases on my PC isnt so obvious. So, I must be very carefull with that. I notice that case by case movement doesnt always give the same result : you lose cases sometimes!
Maybe a highlighted COLOR would be better as red one or other? Hope so.
But at first,I must be very carefull before cliking!!
Regards.
thanks for replies. The highlighted cases on my PC isnt so obvious. So, I must be very carefull with that. I notice that case by case movement doesnt always give the same result : you lose cases sometimes!
Maybe a highlighted COLOR would be better as red one or other? Hope so.
But at first,I must be very carefull before cliking!!
Regards.
Re: Movement
Ah, didn't realize that, now I understand the "fragility" of my Tigers, thanks for the explanation!GottaLove88s wrote: Usually there's no penalty for choosing the path your units take click by click... However, if a unit is susceptible to 'bogging', 'tracks off' or 'breakdowns', that % chance of breakdown test is applied for each individual move... so if you do choose to move in multiple clicks, you're going to breakdown somewhere along your route...
Well, I leave the replies to the experts as probably I'm missing something again, but +1 on my side to the idea of checks once per turn...rf900 wrote:And so I wonder, is that reasonable? shouldn't the bog down event be tested only once per turn/unit. The way it is now it penalizes people that want to move units on a specific path, I don't think there is another benefit from moving in several steps.
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Re: Movement
A better "per tile not per move" system is already implemented for BA2 
Cheers
Pip

Cheers
Pip
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Re: Movement
I find this especially relevant with infantry in cover, I lose count of the amount of times I've ordered infantry to move without carefully checking the route only for them to step out of cover and get killed. It would be better if the default was for units to always choose the safest route if available.
And while we're at it a run mode for infantry would be good to have, so they can move extra distance in one turn, and be harder to hit, but as a penalty can't shoot.
Also in buildings if infantry are set to hold fire they can't be seen unless the opponent tries to enter the building, so you'd need to assault empty buildings or risk an ambush. Would make urban fighting much nastier!
And while we're at it a run mode for infantry would be good to have, so they can move extra distance in one turn, and be harder to hit, but as a penalty can't shoot.
Also in buildings if infantry are set to hold fire they can't be seen unless the opponent tries to enter the building, so you'd need to assault empty buildings or risk an ambush. Would make urban fighting much nastier!