Here's a workaround that I use. When I look at the internals of the unit, the actual equipment organic to the unit, and I see there's no projectiles that will leave the hex then I set the range for the unit to zero as a signal to me that it's got no arty. I don't have to look under the hood to find that out, I can see it when the unit has no range crop circle showing on the map. Saves me about 17 nanoseconds of looking under the hood. It adds up during a long game. I figure I've saved about 0.001 seconds so far. Too early to see the difference really. And I've discovered that the pathfinding routine in the game engine is better than me trying to pick out the best path for transit. Unless I'm deliberately doing something out of the box with a unit for a reason Elmer doesn't recognize. Sometimes I have to help Elmer get along. Usually he's uncanny at finding the least MP's from A to B. And a workaround that has come in handy lately is to select an aircraft any aircraft ( pick one with a large range ) and mouse over the likely target hexes. If you get the crosshairs mouse cursor you can rest assured there's something in that hex that is "non-self" and must be destroyed like an infection.











