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Posted: Sat Dec 09, 2000 4:57 am
by Fabs
One way to deal with this problem is to correct the maps.
If the offending road/building hex is not the hex that sets the building up (so that if you clear it the whole building disappears) clearing it and then re-drawing the road will make it a pure road hex.
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Fabs
Posted: Sat Dec 09, 2000 7:02 am
by Fuerte
Yees, I think that we are dealing with some kind of bug here. I once heard heard that if you build a multi-hex building in a map, then it has extra space around it, which is also thought of being a building. And when you direct your tank to this space, it collapses and immobilizes. It is some kind of bug I believe.
Posted: Sat Dec 09, 2000 9:58 am
by kao16
Originally posted by Wild Bill:
<SNIP>
And may I add, do not move through these areas with CC (Command Control) turned on. When you do that, most likely, if you have vehicles in that formation, you are going to have some results that will not please you 
Wild Bill
RE-reading this thread I came accross this gem. I think it means that when CC is on elements within a unit try to stay together (or at least find the shortest route to the unit leader. Thus, whereas you may be able to move some vehicles by clicking 20 hexes in the desired direction of travel without immobilising some - trying to stay within command link range may cause the selection of sub-optimal routes.
To test this: we need someone with a game saved in the turn before immobilsation occured. Make the same moves with CC switched off - is there any difference?
p.s. do people notice more incidences of immobilisation when playing with CC on vs off?