What an intense fortnight. Playtesting from the beta testers revealed some unwelcomed behaviour when multiple Move waypoints are issued to large forces. Sure enough on checking this out I discovered a series of bugs that accounted for this. I have fixed these and along the way wrotes code to better manage the maintenance of position in road column formation. What was happening was the mainGuard would end up pushing right up and into the advanceGuard position. This resulted in a bunching up of forces at the front, then a huge gap back to the formation hub. I had to write some pretty sophisticated code that manages the order of march for road columns. The result is that large forces now move over long routes with multiple waypoints, maintaining their spacing and without the stop starts we were experiencing. Check out this screendump. It shows the 116 Pz Div moving from east to west. The main guard units have been selected and are highlighted in yellow. There is a little overlap at the tail end of the advanceGuard but that's to be expected, otherwise you end up with grid lock.
