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Units not moving?

Posted: Tue Dec 02, 2008 12:24 am
by abulbulian
Stupid German HQ's were plotted to move to Liege and Antwerp. Both now sitting on Malmedy and Liege has UK units and Belgium to reinforce.

How did they not move in Sept, they not locked and I drag and drop it showed movement path.

How did I get screwed here. Now game is bad for Germany since I way behind in getting belgium.


ARGGGGGGGGGGGGGGGGGGG! :bonk:

Posted: Tue Dec 02, 2008 8:27 am
by calvinus
I think the reason is why you planned movements in such a way once they have been enacted, for example, army #1 (already moved) was positioned on a movement step of army #2. So the engine stopped/aborted the movement of army #2 in order to avoid the coexistence of two armies in the same place. So take care in planning moves in such a way to avoid this.

Posted: Tue Dec 02, 2008 9:02 am
by abulbulian
Well that's a very difficult task, cause they didn't have the same endpoint. Never have I seen a board game or computer that doesn't allow in movement for *units* to pass each other as long as they don't stop in the same place? But still the one that was next to Liege should have at least attacked.

I consider the engine to have a major flaw based on what you just told me and what I saw. If this is not changed, it will be almost impossible to plan movement in the mode I'm in. I suppose when the move one army at a time (and fight) is fixed, it will be the mode I play in. Otherwise, a whole turn could be wasted for an important attack. Since neither of my two German armies that were suppose to attack did. The game engine had them bump into each other like blind mice and both did nothing? That is wrong. During movement, the check needs to be where they end they're turn?

Posted: Tue Dec 02, 2008 9:14 am
by calvinus
abulbulian wrote:Well that's a very difficult task, cause they didn't have the same endpoint. Never have I seen a board game or computer that doesn't allow in movement for *units* to pass each other as long as they don't stop in the same place? But still the one that was next to Liege should have at least attacked.

I consider the engine to have a major flaw based on what you just told me and what I saw. If this is not changed, it will be almost impossible to plan movement in the mode I'm in. I suppose when the move one army at a time (and fight) is fixed, it will be the mode I play in. Otherwise, a whole turn could be wasted for an important attack. Since neither of my two German armies that were suppose to attack did. The game engine had them bump into each other like blind mice and both did nothing? That is wrong. During movement, the check needs to be where they end they're turn?


I agree. This is a big hole coming from the adaptation of boardgame rules. And it's a very delicate point too. I realise it's frustrating to see some movements not executed, even if planned....

For this reason, I'm going to disable the one-army-per-area checks if WEGO mode is on (or the Strictly-turn-based mode too, if the Army-by-Army rule is not selected), provided this checks are now performed at the end of the turn, as informed in another thread (Help improve WW1), next patch of course.

Thanks,
Calvinus.

Posted: Tue Dec 02, 2008 9:19 am
by abulbulian
That would be great. Otherwise, people would have to restart a save and keep trying to tweak movement to make it work how it should in the first place.

That seems very 'gamey' to me and also a big waste of time. Movement should allow *units* to pass by each other when moves execute. Cause I don't know which unit the engine will try and move first, then second, and so on. Well that is my opinion.

Posted: Tue Dec 02, 2008 9:25 am
by calvinus
Yes, you are again right. These are the typical nasty side-effect of boardgame adaptations. The mechanics of PC gaming does never fit into the reality of a face-to-face gameplay!

Posted: Tue Dec 02, 2008 7:16 pm
by calvinus
The one-army-per-area rule is now applied only if the strictly-turn-based mode and the army-by-army-activation rule are in force. Next patch. :love:

Ctd

Posted: Tue Dec 02, 2008 7:26 pm
by Chertio
Sorry - ignore this post, a mistaken bug report :bonk: