Movement Bug

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Harrybanana
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Joined: Sat Nov 27, 2004 12:07 am
Location: Canada

Movement Bug

Post by Harrybanana »

The Rules say that it costs 2 extra movement points to enter a hex which is in the ZOC of 2 or more enemy units. So if for example there are 3 intervening hexes between 2 Russian units which are side by side and an enemy infantry unit (with 4 movement points) the enemy unit should not be able to move into a hex which is adjacent to both Russian units as this would cost the unit 5mps (1+1+1+2 for the ZOCs). This in fact works so long as the the enemy unit can see the Russian units. But if the Russian units are hidden to the enemy (ie not within the land spotting range of any enemy unit) then the enemy unit is permitted by the program to move adjacent to the Russian units. You can try this yourself if you want. So for the Russian's in this example if they are trying to avoid being attacked by the Enemy they would be better off if not playing with FOW.

Is this a known Bug? If so are there any plans to fix it?

I should add that this bug is costing me a game at the moment as I planned my entire Russian defence on retreating just far enough that I didn't think my opponent would be able to attack me. So imagine my surprise when I loaded up my turn to discover that he had done just that.
Robert Harris
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firepowerjohan
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RE: Movement Bug

Post by firepowerjohan »

It is not a bug.
If ZOC applied to units that were under fow then it would mean you could see where there are enemy units by checking the possible movements.

One rule though that applies is that as soon as you enter a hex next to an invisible unit then your movment stops on that hex so you are still hindered by the fow but you do not know that until you move.
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Harrybanana
Posts: 4098
Joined: Sat Nov 27, 2004 12:07 am
Location: Canada

RE: Movement Bug

Post by Harrybanana »

ORIGINAL: firepowerjohan

It is not a bug.
If ZOC applied to units that were under fow then it would mean you could see where there are enemy units by checking the possible movements.

One rule though that applies is that as soon as you enter a hex next to an invisible unit then your movment stops on that hex so you are still hindered by the fow but you do not know that until you move.


Well for myself I would rather that the enemy know where my units are but not be able to move adjacent to them, then not know where they are but be able to move adjacent. The former still duplicates FOW to some extent in that my opponent may be able to determine where my units are, but not know what the unit is.

You are correct that if a unit moves adjacent to an "invisible unit" it's movemant stops, but it is still able to attack. However if it attempted to move into the hex occupied by the hidden enemy unit then it is not able to attack. At least I'm pretty sure this is the way it works. I would like to see it where even moving adjacent to a hidden enemy unit prevents combat. Of course I'm talking land combat here, not naval combat.
Robert Harris
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