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Re: March direction and Enemy info
Posted: Fri Aug 09, 2024 10:48 pm
by BBfanboy
I am still playing V.1126a and units in the same hex are not always detected. Many a time I have had enemy units arrive in the hex and the only reason I know they are there is that my LCUs can now be given combat orders like DA, SA and bombardment. I presume the W key hexside ownership would also give it away if one uses that every turn!
Re: March direction and Enemy info
Posted: Sat Aug 10, 2024 6:19 am
by Chris21wen
BBfanboy wrote: Fri Aug 09, 2024 10:48 pm
I am still playing V.1126a and units in the same hex are not always detected. Many a time I have had enemy units arrive in the hex and the only reason I know they are there is that my LCUs can now be given combat orders like DA, SA and bombardment. I presume the W key hexside ownership would also give it away if one uses that every turn!
Can't say I've had that but I would not be surprised.
Re: March direction and Enemy info
Posted: Mon Aug 12, 2024 7:11 am
by Yaab
I have a suspicion, that when AI starts its movement in an adjacent hex, AI's LCU first uses Move/Reserve mode to march, and your units is able to detect a movement pointer on the AI's LCU. Then, when the enemy LCU gets closer to the 46 miles treshold, AI changes its mode to Combat move mode and the movement pointer disappears, and the LCU looks like a static unit that finished movement. A turn or two later, the enemy LCU suddenly teleports to your hex and combat begins.
Basically, if you put an LCU in Combat mode to defend a hex, the unit is seen by everybody (recon/adjacent enemy) as a static unit. You put the unit in Combat move mode and it should be seen as static too, especially if it move in bad terrain doing 2 or 4 miles per turn. The unit is deployed in both examples (Combat mode), and your units (or the game code itself) cannot display movement pointer then.
EDIT:There is also anothe varaible -roads. It may be so that movemnt poinster are picked up when anemy units use Major Roads, Minor Roads and Trails.
What it enemy unit cmove in Combat mode in non-road terrain, a terrain which is also non-Clear.
Here is an early example of an Jap AI LCU, which always teleports to battle in northern China. For the last 23 miles the unit moves in Rough terrain with no roads (the unit starts in the hex SE of the highlighted hex). I know this is abstracted, and the enemy unt's icon stays in the adjacent hex until 46 miles treshold is reached, but I guess it benefits from the terrain in the destination hex.

Re: March direction and Enemy info
Posted: Mon Aug 12, 2024 7:34 am
by Yaab
Another theory:
It is a 46 miles journey from the centre of an adjacent hex to the centre of your own hex.
- movement pointer visible - denotes an enemy unit moving in its own hex during the first 23 miles of the journey
-movement pointer disappears - denotes an enemy unit moving in your own hex for the last 23 miles of the journey
The whole thing could be just a game's limitation in visual display, as the enemy "stays" in its own hex, while walking the miles 24 to 45, which in reality, should be walked in your hex.
Re: March direction and Enemy info
Posted: Mon Aug 12, 2024 1:24 pm
by BBfanboy
Another factor - giving a unit or vessel orders produces "radio traffic" (lots of orders in one area produces the SIGINT report of 'heavy radio traffic' in that location). Radio traffic in itself raises the DL of a hex. Once an LCU has been given its orders it carries a randomized MDL into the next phase and turn so it may or may not disappear.