Rail movement: path-finding a bit flaky?

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Captain Cruft
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Rail movement: path-finding a bit flaky?

Post by Captain Cruft »

I have been messing around, and noticed that rail movement is a bit strange. A lot of the time you have to complete the move in several hops.

Is this is a known issue? It's not a problem as such, but may be confusing to newbies (like me).
JAMiAM
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RE: Rail movement: path-finding a bit flaky?

Post by JAMiAM »

ORIGINAL: Captain Cruft

I have been messing around, and noticed that rail movement is a bit strange. A lot of the time you have to complete the move in several hops.

Is this is a known issue? It's not a problem as such, but may be confusing to newbies (like me).
I almost always make multiple hops, just because I hate wasting movement points. This goes for both rail, and regular movement. The path-finding algorithm is decent, but it works best when there are fewer double-backs, and intersections. What you should get into the habit of doing is to go from intersection to intersection for long rail moves. It's usually best to do this not only for the sake of pathfinding, but when you enter an area that is heavy with enemy interdiction, you can more easily pause your rail movement and bring fighters into the area to fight off the interdiction.
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Captain Cruft
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RE: Rail movement: path-finding a bit flaky?

Post by Captain Cruft »

Yes I noticed it was intersections that seemed to confuse it ...

Like I said, not a problem, and I agree it is generally best to move in stages. That's what I like about this game, the whole "multi-phase" thing, which is both explicit and implicit. It avoids a whole lot of gamey stuff that you get in other IGO-UGO games. No doubt TOAW has its own gameyisms but I have yet to discover them [;)]
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