Pathing tweak idea

Get ready for Mark H. Walker's Lock ‘n Load: Heroes of Stalingrad. This is the first complete computer game in the Lock ‘n Load series, covering the battles in and around Stalingrad during World War II.
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hjc
Posts: 67
Joined: Thu Feb 12, 2009 7:59 pm
Location: Australia

Pathing tweak idea

Post by hjc »

This isn't really a bug per se, so I'm not sure if it belongs in the tech support section.

When I activate a stack and then right click somewhere to move them, say 2 hexes away, the game automatically selects a path for me. I understand that it's not psychic, so it can't always know which path I would prefer.

However an improvement would be if it didn't select for me a path that goes through a shaken enemy (or any enemy). If I wanted to enter a melee with them I would have clicked on their hex instead. This happened to me last night, and almost cost me the game - I ended up meleeing a useless enemy squad instead of taking a victory hex. I should have noticed the path - but I was just focussed on "Yes! I can get there and take that victory location!" Followed by "aaaagh!"

So no big problem, but it would be a nice improvement if possible :)
RockKahn
Posts: 165
Joined: Thu Oct 27, 2011 7:19 pm
Location: USA

RE: Pathing tweak idea

Post by RockKahn »

I usually just right click on one hex at a time until the unit runs out of action points, or is in the hex I want it to stop in, if the AI path is not the path I want the unit to take.
I don't write Universal Law. I just live by it.
NZgunner
Posts: 39
Joined: Fri Feb 06, 2004 7:18 pm

RE: Pathing tweak idea

Post by NZgunner »

I like the way it works in Field of glory - as you move the mouse over the hexes it plots and displays the route which is then confirmed when you click on the final destination hex
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