CSVN 1.10 - Forest of Assassins - Battle of Rung Sat - 2

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sardpl
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CSVN 1.10 - Forest of Assassins - Battle of Rung Sat - 2

Post by sardpl »

With reference to the included screenshot, the platoon has reached he (38, 35) starting from (36, 33). This is possible because hex (37, 35) and (38, 35) are "scrubs" (movement cost = 30). This means that the platoon was considered moving "off road" as the path cost is 37 and the move would not have been possible on path (37 * 3 = 111), This seems odd to me, considering that a scrub is low and sparse vegetation, which should hamper movement more than a path.

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berto
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Re: CSVN 1.10 - Forest of Assassins - Battle of Rung Sat - 2

Post by berto »

Why do we assume that Path runs in a straight line? In Real Life, paths would meander. It might indeed be the case that following a meandering path is more time consuming than traveling across Scrub in a straight line point A to B.

Consider Open terrain, which we tend to assume is pancake flat without any vegetation, structures etc. at all. No, Open terrain would typically have dips and swells, would have the occasional copse of trees, isolated farm houses & barns, etc.

Just because a Path appears to run straight on our simplified, abstracted map depictions shouldn't imply too much. In reality, in this case, Path movement might meander, as I say.

That said, we are considering tweaking the parameter data somewhat. Scrub cost does indeed seem to be rather too low. And Path cost a bit too high. Adjustments will be made in future patches (mainly affecting Scrub movement).

(Note: Some of these movement costs go way back in time, to legacy JTCS even. They are not new to CSVN.)

Thank you for your observations.
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sardpl
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Re: CSVN 1.10 - Forest of Assassins - Battle of Rung Sat - 2

Post by sardpl »

On movement again: the platoon in (32, 52) crosses a river at a ford, but the cost deducted from AP is only 37. Should have been 50 + 37 = 87 capped to 65 and the platoon shouldn't be able to move further without using double time.

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berto
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Re: CSVN 1.10 - Forest of Assassins - Battle of Rung Sat - 2

Post by berto »

Another movement cost glitch. Indeed, the move cost is the Path cost only, as if there were no slowdown at the Ford crossing at all. This will be adjusted, available in a future patch.

Again, thank you for your observations.
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berto
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Re: CSVN 1.10 - Forest of Assassins - Battle of Rung Sat - 2

Post by berto »

sardpl wrote: Fri Feb 25, 2022 9:06 pm On movement again: the platoon in (32, 52) crosses a river at a ford, but the cost deducted from AP is only 37. Should have been 50 + 37 = 87 capped to 65 and the platoon shouldn't be able to move further without using double time.
Good catch.

This has been fixed. Available in the next patch, and thereafter.
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