Adjacent Hex Movement
Moderators: The Artistocrats, Order of Battle Moderators
Adjacent Hex Movement
It seems like units are allowed to move into adjacent hexes regardless of the MP cost to them. That is, if one edited chassis.csv so that the cost of a particular terrain type was greater than that a unit had, they would still be able to enter that hex if they began their turn adjacent to it. Is there a way to compensate for this OTHER THAN making that terrain impassable to the chassis type in chassis.csv? I want units of that type to be able to enter said hex via road only, and that won't happen if I classify the terrain impassable.
Re: Adjacent Hex Movement
I think the issue may be that roads does not function 100% as roads. They are dependant on the terrain being accessible to the unit.
I have asked for roads to be used as roads regardless of the terrain underneath (maybe except water) since before the game was published.
No luck yet
I have asked for roads to be used as roads regardless of the terrain underneath (maybe except water) since before the game was published.
No luck yet

Re: Adjacent Hex Movement
Indeed, I totally agree with your point. That's why I was trying to 'cheat' so to speak. It appears (and your knowledge far exceeds mine in this matter) that the roads simply act to reduce the movement points cost to a unit entering that hex by a certain percentage, a percentage that can be tinkered with based on chassis type. But it, as you point out, will not override whether or not a terrain type is listed as accessible for said chassis type. So, I thought to myself, if the road simply reduces the cost, I can make the cost of the terrain to that chassis so high that it cannot enter the hex unless there is a road there. Unfortunately, no matter how high I make the cost, a unit always seems able to move to an accessible hex provided it begins its turn adjacent to it (barring the presence of enemies, of course.) Oh well, it was worth a try, and the effort did give me added insight into how it works. Gosh, though, the game just seems to be putting up a hell of a fight against me. In the long run, it won't really negatively impact things too much. In case you were wondering, I'm doing Sedan '40.
Erik2 wrote: ↑Thu Aug 08, 2019 7:58 am I think the issue may be that roads does not function 100% as roads. They are dependant on the terrain being accessible to the unit.
I have asked for roads to be used as roads regardless of the terrain underneath (maybe except water) since before the game was published.
No luck yet![]()
-
- Order of Battle Moderator
- Posts: 6213
- Joined: Sun Jan 10, 2016 5:39 pm
- Location: United States
Re: Adjacent Hex Movement
After what I went through in Red Star / Summa 40 (see the 'Tanks, more tanks, Tovarish!' - Red Star Review and Discuss thread), I am adding my vote for this. Units creeping along on roads, one hex at a time, through vast forests.Erik2 wrote: ↑Thu Aug 08, 2019 7:58 am I think the issue may be that roads does not function 100% as roads. They are dependant on the terrain being accessible to the unit.
I have asked for roads to be used as roads regardless of the terrain underneath (maybe except water) since before the game was published.
No luck yet![]()
- Bru
-
- Lieutenant-General - Karl-Gerat 040
- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Re: Adjacent Hex Movement
I've always been with Erik on this one. I mean, why shouldn't my tanks be able to cross mountains on paved roads...? 
