Some bugs related to movement

Joined
Jun 22, 2005
Messages
331
v 1.0.0.26
1.) A balloon does not move like a balloon. When playing the thermonuclear war scenario you start out with a balloon.
a.) it gets slowed down by terrain (even a river)
b.) it does not move onto the sea like a balloon does but boards a ship
c.) it cannot go over mountains (this might be ok arguing that the mountains are really high)

2.) (same scenario) An infantry unit has 2 land movement. If it embarks it gets more movement. If it exits the boat and moves on land in the same turn in can actually move 4 squares on land without roads.

3.) Pathfinding issue:
When I try to move from A to C, the automatic pathfinding finds a way there via spot B which it reaches within one turn.
When I try to move from A to B the automatic pathfinding does not find the same way. It proposes a path which takes 2 turns. (again this is in the scenario.) There are some roads there which make some spots count as 1/2 movement point only.
As I want to go to spot B I have to do the workaround to pretend to go to C and then cancel the rest of the move for the next turn.
 
https://dl.dropboxusercontent.com/u/5185998/civ/20161026200741_1.jpg
https://dl.dropboxusercontent.com/u/5185998/civ/20161026200820_1.jpg

1) Yes, the pathfinding of units not great. They often will not take the optimum route unless you trick it by selecting a different tile to move to, as in the example pics above. I have a few more examples like those i took screenshots of as well.

2) i have also noticed if you have a normal unit linked with a support unit, and you try to swap places with another linked group of units similar to the first, they will not switch places, just red movement circle.
 
I was able to take Uruk with the AT unit that was in the water on the other side of the island. (Not sure how to make this a spoiler.)

upload_2016-10-31_10-21-15.png
 
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