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Amphib Units and Rivers

Posted: Wed Jul 23, 2014 5:24 pm
by IronMikeGolf
It seems that if you have a unit comprised of amphib carriers and non-amphib passengers (meaning, not something that is towed) and the unit has sufficient carrying capacity, after considering casualties, for the vehicles to carry all passengers, then the unit should have amphib capability.

A Sct section composed of only 2 x M3 is amphib and it crosses rivers without making bridges.

A Sct section composed of 2 x M3 and 2 x JAFO is not amphib and makes a bridge.

Both of these should be amphib.

RE: Amphib Units and Rivers

Posted: Wed Jul 23, 2014 7:30 pm
by CapnDarwin
Nice find. I'll add that to the bug tracking list for tonight.

RE: Amphib Units and Rivers

Posted: Wed Jul 23, 2014 10:41 pm
by CapnDarwin
Fixed and shoe horned into the 2.04 package that is going up to matrix, complete tonight.

RE: Amphib Units and Rivers

Posted: Wed Jul 23, 2014 11:30 pm
by IronMikeGolf
So where do you get all that awesome sauce???

Been playing around with bridging more, particularly across "wide" rivers (2 consecutive water hex sides).

When the AI does route calculation, it is aware of bridges on the near side. It doesn't seem to be aware of bridges on the far side. See screen cap below. A quick workaround fix might be to have the AI calc routes in each direction and pick the "best" route.

Image

RE: Amphib Units and Rivers

Posted: Wed Jul 23, 2014 11:37 pm
by Mad Russian
ORIGINAL: Iron Mike Golf

So where do you get all that awesome sauce???

Been playing around with bridging more, particularly across "wide" rivers (2 consecutive water hex sides).

When the AI does route calculation, it is aware of bridges on the near side. It doesn't seem to be aware of bridges on the far side. See screen cap below. A quick workaround fix might be to have the AI calc routes in each direction and pick the "best" route.

Image


It already does that. Since there is no bridge across the river where that unit is sitting but there is one down river it takes that route. It's cheaper than going amphibious or building a completely new bridge.

If you just HAD to cross there you could force the issue by giving it waypoints in the two hexes side by side so the route is 2 hexes long and you determined it must go over the river.

Hopefully, with no playtesting of that fix before release we didn't fix one thing only to break two more.

Good Hunting.

MR

RE: Amphib Units and Rivers

Posted: Wed Jul 23, 2014 11:52 pm
by IronMikeGolf
MR, the example above requires a bridge or amphib movement either way. The plotted route uses a bridge on the near side and then a bridge must be built for the far side.

Going the shortest route would need a bridge on the near side, then use the existing bridge on the far side.

Both routes have 2 consecutive river hex sides, with one of them already bridged. So, it seems to me, the "cheaper" in terms of movement cost should be the direct route.

RE: Amphib Units and Rivers

Posted: Thu Jul 24, 2014 12:29 am
by Mad Russian
You're right. I missed the open bridge to the SE. Been a long day. My apologies.

Time to stop for the night.



Good Hunting.

MR

RE: Amphib Units and Rivers

Posted: Thu Jul 24, 2014 7:48 am
by CapnDarwin
Tested the amphibious issue myself. It was a simple, but long standing bug where infantry loaded on amphibious carriers was negating the units ability to swim. Simple fix once it was found. As for large rivers, we will need to do more with the bridging in 2.1 to make sure that is working as intended.

RE: Amphib Units and Rivers

Posted: Thu Jul 24, 2014 11:12 am
by IronMikeGolf
Thanks, Capn and MR