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Airmobile Units

Posted: Mon Jun 25, 2007 7:26 pm
by MarcA
From the manual

If an Airmobile Assault goes badly, or if for some other reason the
unit has to end its movement without disembarking, the unit will
be returned to its original location.


I have run tests and parked AM units over water. At the turn end these units do not always return to there starting point, even though they have not disembarked.

Is this a bug?

RE: Airmobile Units

Posted: Mon Jun 25, 2007 7:34 pm
by Veers
Thsi was present in CoW, as well.

RE: Airmobile Units

Posted: Mon Jun 25, 2007 7:41 pm
by JAMiAM
Airmobile units are *supposed* to disembark when you either select disembark, or when you select another unit for movement. At least from patch 3.1.0.9 onward. Are you using that one? If so, are you saying that a unit can be embarked, then moved to a deep sea hex, then hit turn end and they are still embarked at sea? Also, can you avoid disembarking when selecting another unit, if the moving unit is in a deep sea hex?

RE: Airmobile Units

Posted: Mon Jun 25, 2007 8:20 pm
by MarcA
I am using 3.1.0.9. As an example, turn 1 position 4 AM units over deepwater



Image

RE: Airmobile Units

Posted: Mon Jun 25, 2007 8:21 pm
by MarcA
Then cycle to turn two. One AM unit returned and 3 still hovering over the ocean a day later



Image

RE: Airmobile Units

Posted: Mon Jun 25, 2007 8:23 pm
by MarcA
Btw it was the last unit that I moved that was returned to its starting point. Is this any clearer.

RE: Airmobile Units

Posted: Mon Jun 25, 2007 8:43 pm
by JAMiAM
Yes, thanks! It looks like the code for being unable to disembark in deep sea hexes is overriding the code enforcing a disembarkment upon unit selection. We should also check this against other normally unplayable hexes for this unit type (shallow water, alpine, non-playable black hexes).

RE: Airmobile Units

Posted: Thu Jun 28, 2007 5:15 am
by wolflars
I don't mean to get off topic but Mantill what graphics mod are you using? I like the anchorages.