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Movement path not fully indicated
Posted: Sat Jul 18, 2020 10:39 am
by kronenblatt
The selected Muslim Lancers can (and did) move to the rightmost highlighted square, but there is no connecting square highlighted. Please see below.
(Where and how do you want these types of bug reports, by the way?)

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Re: Movement path not fully indicated
Posted: Sat Jul 18, 2020 1:59 pm
by rbodleyscott
This is not a bug, it is WAD. The highlighted squares show all of the squares in which the unit is permitted to end its move.
Instead of taking into account every twist and turn in the (artificial) square by square route, the game only takes into account the change in direction between the start position and the end position of the move. This solves a lot of the artificiality that would result if intermediate "turns" were taken into account and paid for.
However, as in this case, it can look odd, because sometimes, for various reasons, the unit is not permitted to end its turn in an intermediate square.
e.g.
1) (As in this case) the intermediate square would require a change in direction for which there are insufficient AP, but the final move wouldn't.
2) When moving away from a ZOC the intermediate square is outside the permitted angle of retreat from the enemy, but the final destination isn't.
Re: Movement path not fully indicated
Posted: Sat Jul 18, 2020 2:10 pm
by kronenblatt
rbodleyscott wrote: ↑Sat Jul 18, 2020 1:59 pm
This is not a bug, it is WAD. The highlighted squares show all of the squares in which the unit is permitted to
end its move.
Sometimes it cannot end its move in intermediate squares for various reasons:
e.g.
1) The intermediate square would require a change in direction for which there are insufficient AP, but the final move wouldn't. This is because the game only takes into account the change in direction between the start position and the end poisition of move and not any intermediate squares that must be passed through. (There are good reasons for this, even though it may sometimes look odd).
2) When moving away from a ZOC the intermediate square is outside the permitted angle of retreat from the enemy, but the final destination isn't.
In both these cases the rules are taking into account the final sweep/intent of the whole move rather than the (artificial) square by square route that the game representation requires.
Great: thanks for the clarification, Richard. Wasn't aware of that it's the end squares that are highlighted.
Re: Movement path not fully indicated
Posted: Sat Jul 18, 2020 2:13 pm
by rbodleyscott
kronenblatt wrote: ↑Sat Jul 18, 2020 2:10 pm
rbodleyscott wrote: ↑Sat Jul 18, 2020 1:59 pm
This is not a bug, it is WAD. The highlighted squares show all of the squares in which the unit is permitted to
end its move.
Sometimes it cannot end its move in intermediate squares for various reasons:
e.g.
1) The intermediate square would require a change in direction for which there are insufficient AP, but the final move wouldn't. This is because the game only takes into account the change in direction between the start position and the end poisition of move and not any intermediate squares that must be passed through. (There are good reasons for this, even though it may sometimes look odd).
2) When moving away from a ZOC the intermediate square is outside the permitted angle of retreat from the enemy, but the final destination isn't.
In both these cases the rules are taking into account the final sweep/intent of the whole move rather than the (artificial) square by square route that the game representation requires.
Great: thanks for the clarification, Richard. Wasn't aware of that it's the end squares that are highlighted.
Well it is more a case of not highlighting squares which the unit cannot move to (even if they would be permitted to move through them to get to another square). Mostly of course they could move to all of the intermediate squares, but sometimes there are reasons (as above) why they are not permitted to end in their move in those squares.
I appreciate that it may appear not to make logical sense if you think of the unit actually moving on a square by square basis, with the centre of the unit moving to the centre of each square on the route before moving on, but of course the real world is not divided into a square grid, and the unit would move in a smoother path and cut the corners.
Totting up (and paying AP for) all the intermediate turns required by the square-by-square path would be very artificial and not achieve what we are trying to achieve - which is to take into account only the overall change of direction from start to finish.
In cases like your example, the game does take into account the AP required to enter each square, but only charges AP (if any) for the overall change in direction from start to finish.