I guess this is the best place to have something checked out...
I ordered this unit to exit at the specified location and take the safest path...but the safest path it is taking is south, where there is known action, and then north, straight into a shed load of allied units spotted vairly recently.
From my perspective, I would expect the unit to head north then west and south as there has been no action there.
Well, the unit 3.141 (already over on the west) went over the same feature earlier in the game...besides, from what I can remember, it isn't a river or at least crossable (3.141 did it)...I think it's a dry river bed or something.
There are non-afvs in this unit, BUT the unit 3.141 also has an AFV? [&:] So how did that cross and the other units refuse.
The feature is a river bed and has 10% movement for troops and 0% for motorised...however, as stated, 3.141 did cross even with an AFV in the unit, and the whole Regt only has 13 non afvs...
That could be the issue...however, it doesn't make for good planning if some units are going to ignore the movement tables and others are going to stick to them (I'm not suggesting this is the case).
Ok...I've just ran it again, and it appears that the unit I moved which went across the river bed earlier had 2 non AFVs - a motor cycle with side car and a SdKfz2 Kettenkrad and it crossed the river bed fine (albeit slowly) and I tried each other unit in the regiment and each crossed the river bed...EXCEPT the anti tank unit which has 8 non AFVs...1 Motorcycle with sidecar, 5 SdKfz 2 Kettenkrads and 2 1.5 ton trucks - so I guess it was the trucks that prevented the whole unit from taking the safest route.
This does raise an interesting point, though. I wanted that unit to move safely to point B and 2 1.5t trucks MADE the whole regiment take the most dangerous path to point B?
Anyways, glad to say not a bug...but food for thought, perhaps.
On this point, I've just tried again and highlighting each unit and selecting the Path tool and selecting Unit and shortest path, each unit shows the shortest path crossing the river bed except the anti-tank unit, which shows via the bridge.
However, I also noticed that selecting the HQ unit shows the shortest path is ACROSS the river bed. Whilst this would be ok IF the HQ had not attached units, I think when the HQ unit has subordinates, the the pathing tool (using UNIT) should show the expected path taking all subordinates into account when working it out.
Deeper than that though, maybe the should've left their 2 trucks rather endanger the entire Regt?
Billy,
First off, even a safest route will tend towards the quickest path if it can do so safely. Otherwise, it might follow the map edge all the way around and that would be stupid. To affect this we add some heuristics tests which in effect use some thresholds and other conditional tests. In other words there is a limit at which it says, what the heck no matter which way I go I am going to have to go through some enemy firepower, so I might as well choose the quickest of these paths ( all other things being equal ).
Second, a unit may have one or two vehicles but still be classified as foot.
Third, you have highlighted one of the nuances of mixed mode movement, in that a mixed force is limited to essentially a motorised path. In fact what really happens is that we divide the route up into beginning, middle and end sections. The start of the middle section is referred to as the first rendezvous point ( RV1 ) and the end of the middle sections as RV2. RV1 is the location closes to the subjectLoc ( ie the location of the force subject/boss ) that all units of the force can reach and RV2 is the location closest to the objectiveLoc (ie the destination ) that all can reach. Separate routes are calculated for each section using the moveType of the subject for the beginning section, that of the entire force for the middle section and also, in most cases, for the end section.
Well, you wrote the engine, so I guess you may know it better than anyone.
I saw it from a gamers pov (which is normally a very simplistic "Why can't I do that?" or "How did that happen?" pov). Not knowing what goes on under the hood (and I wouldn't want to - kind of takes the illusion away!) only permits us to ask these simple questions.
No matter. As stated, I now know that I need to check each individual unit to determine what path will be taken as a whole. On playing it again, I was able to detach the AT unit and let it go the dangerous route. The rest of the regiment cut across the dry river bed as I had intended.