Clear & Definitive solution(s) to 1upT -- if needed...

If I understand correctly, all you're doing is allowing the AI to make a movement path that the human player can already do manually if they went SE from the green tile then E, or E from the green tile then SE.

If so, that seems unambiguously desirable.
But of fairly low value; an inability to do this movement doesn't seem like one of the main tactical combat AI flaws, and the main irritating pathfinding flaws are caused by the inability of civilian units to pass through foreign but non-hostile units, and the inability of the pathfinding to calculate when staying on roads is better than stepping off, to get to the target goal.

Am I missing something?

*edit*
Also, put the other thread comments in spoiler tags in the first post, this thread is very confusing when the first post doesn't contain the actual content.
 
Not exactly... when considering a newly added 12 directions scope, any unit has to "scan" for possible targeting areas within it's movement range & capacity to escape some ZoC limitations.

Having Move-Points is just a process to reach tiles; take Cavalry for example...

- They too must zig-zag their ways on the path to actually reach far away tiles (in every directions, btw).
- Anything inbetween destination & every consecutive steps has the potential of stopping them directly on their tracks because of neighboring ZoC rules.
- Thus why multiple "pathing" at 30o angles (instead of 60 only, lateral) opens up not only the immediate external ring of 12 tiles but a *lot* more ahead where available points deplete (as usual) until enforced to stop on any hexes within range.

I'll replace the links with Spoiler Tags & Quotes, good idea.

EDIT; The following image will make it all the more obvious;

A) How it currently works... Such a horseman will need a total of *4* turns to reach the southern tile. Without any considerations to a ZoC or obstacles on that path.
B) But... reaches there in slightly less than *3* turns & unclugs whatever other Units (nearby or behind it) happen to be aiming in the same general direction!
 

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Moderator Action: Moved to Ideas and Suggestions
 
Hmm, hadn't seen this thread in GD (or wherever it was). I'll get it in the index when I next update it.

If I understand this correctly, this is just fixing up the AI (and the automatic path finder) so that it produces better results. Sounds perfectly good to me!
 
Good suggestion, but wasn't that the reason that the developers went from squares to hexagons in the first place? (Apart from the organic feel that hexagons give to the map)

I remember reading somewhere that if you moved diagonally in Civilizations I-IV you were moving about 1,66 times faster. And what I'm seeing in your second pic is something like "2,33 turns to get to that certain tile" instead of 4 (first picture).

So, my question is: If they actually let you move like that, wouldn't it be a bit like "taking back what they first designed"?
 
The only "advantage" this system has over any designs is that carpets of doom are less of a restriction to some strategic choices both player and AIs can exploit during deployment of Units.

6 directions from a tile **TOWARDS** targeted areas which are already clugged by ZoC rules does limit movement potential while 12 simply open up rings of coordinated flanking or simultaneous control of combined but still indirect "stacks".

Forget move points value (at TBS level)... it's more about orientation tactics and available range for grouped Units.
 
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