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Changing movement costs
Posted: Thu Jan 16, 2020 1:20 pm
by tyronec
Am just wondering if anyone else has seen this.
So you are part way through a move, done a few combats and forced a retreat or two.
Then looked at which unit to follow up with and seen how many action points it takes.
Then move another unit nearby.
Then go back to the first unit (having done no more combats) and the action points for the first unit for the same move are less.
Am only playing HvH games so there is no way I can recreate it, however think it has happened a couple of times but I could be mistaken.
RE: Changing movement costs
Posted: Thu Jan 16, 2020 1:35 pm
by AlbertN
ZoC affects cost of hexes.
Previously enemy occupied hexes that were vacated due to a retreat also cost less (Ignore ZoC penalty).
So let's say your original unit is already adjacent to various enemy units, it sets one to retreat. You'll see that hex has some shading of sort. In that hex you'll move without the extra +2 action point cost (With any of your unit). But the hex with your original unit, as it is still in ZoC of other enemy units, will cost you +2 still.
Let's say that you take a unit from behind, and shove it in the just vacated hex and start attacking the other units that are still adjacent to your 'first' unit, until they retreat as well.
Now - the 'first unit' hex will cost just its terrain as it is not anymore in ZoC of enemy units.
And the hexes left vacant from enemy forces do not cost extra due to being in ZoC either.
That's usually how one punches a breakthrough.
RE: Changing movement costs
Posted: Thu Jan 16, 2020 2:55 pm
by tyronec
ZoC affects cost of hexes.
Previously enemy occupied hexes that were vacated due to a retreat also cost less (Ignore ZoC penalty).
So let's say your original unit is already adjacent to various enemy units, it sets one to retreat. You'll see that hex has some shading of sort. In that hex you'll move without the extra +2 action point cost (With any of your unit). But the hex with your original unit, as it is still in ZoC of other enemy units, will cost you +2 still.
Let's say that you take a unit from behind, and shove it in the just vacated hex and start attacking the other units that are still adjacent to your 'first' unit, until they retreat as well.
Now - the 'first unit' hex will cost just its terrain as it is not anymore in ZoC of enemy units.
And the hexes left vacant from enemy forces do not cost extra due to being in ZoC either.
That's usually how one punches a breakthrough.
I understand this but think there is something else going on as well.
RE: Changing movement costs
Posted: Thu Jan 16, 2020 3:58 pm
by AlvaroSousa
You have to be specific here.
RE: Changing movement costs
Posted: Mon Jan 20, 2020 1:51 pm
by tyronec
So I had this again doing a move today.
Same as described on the first posting of this thread. There is something wrong with the way the AI calculates movement points just after a combat that gets reset when you move a different unit.
Am surprised that no-one else has seen this, just look out for when the movement points for a move are higher than they should be and then don't do the move but come back to it later.
If you want me to reproduce it for you then there needs to be some kind of debug save for HvH games during the turn.
RE: Changing movement costs
Posted: Mon Jan 20, 2020 6:41 pm
by James Taylor
I've seen this a number of times. Easily placated with a couple of additional clicks. NBD
RE: Changing movement costs
Posted: Mon Jan 20, 2020 7:05 pm
by AlvaroSousa
Any hex that is a contested hex means it has been cleared out of the enemy and ZoC doesn't work there for the remainder of the turn. The hex has been cleared out of enemies.