[NFP] [1.0.2.39] Own unit blocks path and prevents "move through" on tile behind despite enough movement

Pfeffersack

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Runned into another pathfinding issue - this time one of my units blocks a path:

The Infantry with one move leftshould comfortably reach either of tiles marked with a red cross - the tile in between (where the Field Cannon is placed) has a modern road costing half a move point and it is the same for the destination tiles. It is also clearly indicated by the teal display of maximal movement range for the unit:

Spoiler :
CannotMoveThroughFieldCannon1.jpg


But if you try to make that move, the pathfinder denies you by demanding a detour:

Spoiler :
CannotMoveThroughFieldCannon2.jpg

CannotMoveThroughFieldCannon3.jpg

However, if you just move the Field Cannon out of the way (e.g. a tile into western direction), the move is suddenly possible:

Spoiler :
MovementPossibleWhenFieldCannonHasBeenMovedAway.jpg



This deviates from the usual gameplay experience that "moving through" non-enemy units is possible, as long as you have sufficient movement left to reach the destination tile in the same turn.


To reproduce with the attached save:

1. Check the movement the Infantry has left, the road situation in the tiles in question and notice the teal movement range indication.
2. Let the game give you the movement predictions as shown in 2nd and 3rd pic. See that the legal move is not possible (if you try to order the move BTW nothing will happen, as the pathfinder follows the prediction and there isn't enough movement left to enter the jungle tile in the west)
3. Move the Field Cannon as shown with the orange arrow in the 4th pic.
4. Now repeat the display of the movement predictions - now the pathfinder allows the planned movement as intended
 

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I affirm that, starting in the industrial era, units prevent movement along the road through them.
This is probably due to the appearance of railways and the desire of the creators of the game to introduce the effect of successive movement, as if in a train.
However, the effect extends to all roads.
I believe that this is unplayable, annoying and therefore should be fixed.
 
I also have had this problem for some time. Of course, Logistics and aggressive railroad-building are helpful workarounds, but it's still annoying as hell.
 
It seems to me this occurs when your unit A have less then 1 movement point left, and you are on road that should give you 2 hex to move, past unit B.
But the game doesn't allow you, and real pathfinder for the unit stops you in front of unit B, and if you force it to move to your available hex on the fare side of unit B, unit A are routed around.
Could it be that the games doesn't handle decimal left of movement-points when it comes to execute unit movement orders?
 
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