Movement issues.

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JocMeister
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Movement issues.

Post by JocMeister »

I had a stack located at hex 60,43. All units were set to follow the same unit due west to hex 59,43.

When the turn arrived the whole stack had moved as indicated (due West). But two armored units for some reason ended up in a hex SW (60,44). So I went back and checked the turn before and they were indeed set to follow the same unit as everyone else and their movement was clearly shown as due west.

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JocMeister
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RE: Movement issues.

Post by JocMeister »

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Dan Nichols
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RE: Movement issues.

Post by Dan Nichols »

It has to do with movement rates. You are talking about 2 ARM units. If they go directly the have to travel 46 miles at the Jungle rate, 3 miles per phase, or 16 phases at the least. By going the way they did, they travel 46 + 23 miles on secondary road, 69 miles at 30 miles per phase for about 3 phases. Then 23 miles at the Jungle rate, or 8 phases.

So by going directly it takes about 16 phases and by going the way they did it takes about 11 phases. It is quicker.
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treespider
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RE: Movement issues.

Post by treespider »

ORIGINAL: Dan Nichols

It has to do with movement rates. You are talking about 2 ARM units. If they go directly the have to travel 46 miles at the Jungle rate, 3 miles per phase, or 16 phases at the least. By going the way they did, they travel 46 + 23 miles on secondary road, 69 miles at 15 miles per phase for about 5 phases. Then 23 miles at the Jungle rate, or 8 phases.

So by going directly it takes about 16 phases and by going the way they did it takes about 13 phases. It is quicker.

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Except because they were "following" they should have went with the stack...if all of the units were ordered independently to move, then yes the armor went the 'quicker" route.
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Dan Nichols
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RE: Movement issues.

Post by Dan Nichols »

I think they should follow exactly also. But look at the screen shot he posted, both units show a march distance of 92 miles, 2 hexes. I don't know if it is a bug or not, but it is the way things seem to happen.
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treespider
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RE: Movement issues.

Post by treespider »

ORIGINAL: Dan Nichols

I think they should follow exactly also. But look at the screen shot he posted, both units show a march distance of 92 miles, 2 hexes. I don't know if it is a bug or not, but it is the way things seem to happen.


The march distance is correct as it is two hexes to the destination...using the direct line. Using the route taken is 3 hexes.

I've seen units take what appear to be non-direct longer distance albeit shorter time routes and the displayed march distance is always the direct line shortest distance, rather than the longer shorter time distance.
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Dan Nichols
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RE: Movement issues.

Post by Dan Nichols »

I will disagree, he stated he was moving the stack from 60,43 to 59,43. That would to the adjacent hex and only 46 miles. The ARM went 92 miles.
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treespider
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RE: Movement issues.

Post by treespider »

ORIGINAL: Dan Nichols

I will disagree, he stated he was moving the stack from 60,43 to 59,43. That would to the adjacent hex and only 46 miles. The ARM went 92 miles.


But the armor units destination says 59,42.
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PaxMondo
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RE: Movement issues.

Post by PaxMondo »

ORIGINAL: treespider

ORIGINAL: Dan Nichols

I will disagree, he stated he was moving the stack from 60,43 to 59,43. That would to the adjacent hex and only 46 miles. The ARM went 92 miles.


But the armor units destination says 59,42.
Which what is odd here.

Hopefully Michael will drop in and comment.
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SqzMyLemon
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RE: Movement issues.

Post by SqzMyLemon »

I mentioned this problem years ago. I believe the problem stems from the movement routine choosing the "quickest" route, or that of best supply flow. I've had so many one hex movements actually move two hexes and in a direction I completely don't want, just like Jocke's example. It's a pain and I don't know if there is anything that can be done about it. It's also misleading as Treespider points out, it may say 92 miles (as the crow flies), but actually a unit may move 138 miles to reach a destination 92 miles (two hexes) away. The movement ticks are also misleading, you believe a unit is moving in the direction you set, right up until the time it's moved into a hex not intended, despite the movement tick indicating otherwise prior to arriving.
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JocMeister
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RE: Movement issues.

Post by JocMeister »

Ah, I might have been a bit unclear! The destination for the Baseforce everyone following was 59,42.

Whatever the reason for this behavior its kind of critical that the player knows what route the units will take. Luckily I´m blessed with a chivalric opponent that won´t trash my two armor units. If it says it will move "W" for west it should do that. If its going to move SW it needs to say that. And if I have told it to follow a certain unit it should do that and not go on detours of its own. Can´t really see any reason for this happening.
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witpqs
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RE: Movement issues.

Post by witpqs »

From a discussion on some movement issues that I had with Michael a very long time ago I know that part of the issue is performance of the user interface. If they do too much calculating on routes that units will take when the user is entering orders then things can slow down a lot. I'm not saying that is part of this issue, just letting you know that the solutions are sometimes carrying their own problems.
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