Introduction;
Some referencing for later use only -- Replies;
I (must have added *WE* are) am working on such an indirect solution via modding some key components.
You have better ideas (excluding any variations of Stacking processes, btw), share them below... or tough luck.
Some referencing for later use only -- Replies;
Spoiler :
#1
As i said earlier in other threads the only (probable, IMHO) solution to the 1upT controversy is a transitional movements principle that uses all 12 directions from the hex instead of the limiting default 6 **during** tactical deployment for pre-battle & optimal path seeking by any sizeable groups of Units -- this can also be done without having to extensively modify any in-code routines & functions.
Indirectly, this idea is a bit like what we see for built Wonders around our Cities; culps & corners are being used to locate items on a map.
ZoC ruleset can also account for clug restrictions when units move towards longer distances since they'd then have a corresponding range capacity. No more (what i dubbed) snaky curving waves path for cavalry for example by moving straight on edge lines between two hexes.
Heck, even Units could stand on such lines & corners; overlap might not look nice but cows & horses do it -- why not Units... if only for efficient (as in MUCH LESS cumbersome) deployment.
Spoiler :
#2
The main issue is the ZoC and how range & immediate movements are somehow limited when Units are grouped tightly together.
Stacking is a mess of micman and doesn't really provide tactical edges besides pooled elements towards eventual combat phases. Don't get me wrong, it *IS* important to have battle support and progressive strategy aimed at specific targets.
Although, i also almost clicked on 6 -- Tactical layer for a very simple reason; it'd make or add some alternative combat gameplay elements. The danger being cumbersome while automation might be required in certain cases.
Secondly... 1upT isn't really the whole problem when one digs deeper into AI's algorithmic path or even, how slow proper deployment can get.
While you may think flanking is pointless, it sure is supposed to be an effective modifier **unless** a clog occurs barely outside the ring of the nearest 12 hex-tiles. That's where my transitional capacity above would solve many issues. By having free-will deployment (within 12 directions & appropriate distances) BEFORE combat begins, you'd actually use the 1upT to your advantage (or to the AI, btw) while keeping track - not of stacks - but of some available resources within reach.
It may seem complex at first, but the ZoC ruleset is highly adaptable once the principle of pre-battle conditions is clearly defined & given much less restrictions to movement functionality.
Spoiler :
#3
About that controversial (and sometimes adversarial) 1upT concept.
There is a solution i've been thinking over ever since being caught in a loop of stuck movements in the games.
The clugs seem to be caused by ZoC rules based on the default available six hexes directions.
-- The only way, IMHO, is to allow for transitional steps towards the second outside ring of tiles... for a total of immediate 12 directions unless (as it happens) ZoC prevents some "escaping" tactics.
-- In a sense, the path calculations must consider a 1.5 ratio of accessible distances from the tile you're in and trying to get away from.
-- While this may feel like a scape goat for indirect ways to unclug a steady pace of deployment, you also should be aware that the targeted lines of sight or range values have some meaning. Right now neither can help if you're stopped within a Zoc.
-- The ruleset would need a total rework (specially for AIs) for things such as any army in tight groups.
Frankly, the 1upT has a knack for stalling progress. If the ZoC is altered... the lag effects would possibly feel much less awkward.
I (must have added *WE* are) am working on such an indirect solution via modding some key components.
You have better ideas (excluding any variations of Stacking processes, btw), share them below... or tough luck.