Movement costs

Korsun Pocket is a the second game using the award winning SSG Decisive Battles game engine. Korsun Pocket recreates the desperate German attempt to escape encirclement on the Russian Front early in 1944. The battle is a tense and exciting struggle, with neither side having a decisive advantage, as the Russians struggle to form the pocket, then try to resist successive German rescue efforts and last ditch attempts at breakout.
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Ozie
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Movement costs

Post by Ozie »

There seems to be a diffrences in costs displayed on terrain/CRT screen and in actual game movement. For example horse artillery; should take 3 MPs in woods or broken in frozen conditions but only takes 2 MPs in game.

Why is this?

Is there something I'm missing or is this a bug?
Pawlock
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Post by Pawlock »

Ozie wrote:There seems to be a diffrences in costs displayed on terrain/CRT screen and in actual game movement. For example horse artillery; should take 3 MPs in woods or broken in frozen conditions but only takes 2 MPs in game.

Why is this?

Is there something I'm missing or is this a bug?

Doing this from memory, is there a road there? or is it village/woods hex rather than plain woods, I believe there is a difference in movement cost.
Ozie
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Post by Ozie »

Pawlock wrote:Doing this from memory, is there a road there? or is it village/woods hex rather than plain woods, I believe there is a difference in movement cost.
No road. Thats why I started to wonder. My horse drawn artillery choosed to go off-road rather than on-road. No diffrence in movement cost. :eek:
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Fred98
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Post by Fred98 »

If one hex costs 6 and the other costs 4, then to move from the "6" to the "4" actually costs 5 movement points.

Or somthing like that. It means the test done by Ozie can never work.
Pawlock
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Post by Pawlock »

Joe 98 wrote:If one hex costs 6 and the other costs 4, then to move from the "6" to the "4" actually costs 5 movement points.

Or somthing like that. It means the test done by Ozie can never work.

Ah, yes I remeber now , I saw it somewhere, it is the average cost of hex moved from to hex too.
Ozie
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Post by Ozie »

I moved horse artillery. Costs for horse units are for clear 2 and woods 3. Unit has 8 OPs.

It moves:

woods - clear - woods - clear - woods

Thats 4 movements. And all those should be 2.5 That would add up as cost of 10 OPs.

Only explanation I can think of is that those individual costs of 2.5 are rounded down before adding up making it 4*2=8. Or a bug.

Which is it?
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BrubakerII
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Post by BrubakerII »

Ozie what is that supply situation? Is the unit at some point moving 'into' suplly (therefore gaining extra MOP's) before moving on?

If you can attach the turn in question it would help to figure it out.
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Pawlock
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Post by Pawlock »

Ozie wrote:I moved horse artillery. Costs for horse units are for clear 2 and woods 3. Unit has 8 OPs.

It moves:

woods - clear - woods - clear - woods

Thats 4 movements. And all those should be 2.5 That would add up as cost of 10 OPs.

Only explanation I can think of is that those individual costs of 2.5 are rounded down before adding up making it 4*2=8. Or a bug.

Which is it?

I dont think its a culmulative add up, in that I mean it is done on a average of 2 hexes at a time, not an average of four in your case, so in your case it makes sense.

woods- clear 3 -.5 = 3.5/2 = 1.75 rounded up to 2

clear to woods .5- 3 = .3.3/2 = 1.75 again rounded up to 2 etc ,etc
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Fred98
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Post by Fred98 »

If you could provide the exact hex numbers and the units involved we could experiment for ourselves.
tempest
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Post by tempest »

Ozie,
The movement cost algorithm rounds down on a hex by hex basis, so you can theoretically pick up a half OP point "bonus" with each hex.
Ozie
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Post by Ozie »

tempest wrote:Ozie,
The movement cost algorithm rounds down on a hex by hex basis, so you can theoretically pick up a half OP point "bonus" with each hex.
So it seems. No mystery there then.
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