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Different movement costs for same type of hexes ?

Posted: Mon Apr 30, 2001 5:27 pm
by Resisti
Ok,here it is what I noticed for the first time yesterday:
  • a tank (Sherman)
    2 movement points left
    placed in a clear hex at height 20
    2 out of the 6 hexes surrounding it were clear hexes at height 20
    only one was elegible to be entered with the 2 movement points left.....
Wondering which could be the reason for that...

BTW,I was playing 2nd battle of "Preparing the way" Campaign, in which you're asked to get and keep some high ground west of Bizerte.

Posted: Mon Apr 30, 2001 5:37 pm
by eric.swallie
The probable cause of this is that the hex was not really an open hex at level 20. there may have been a phantom terrain piece here, like a hill edge or a building. See the thread on invisible buildings in this forum.

Posted: Mon Apr 30, 2001 6:23 pm
by Resisti
Originally posted by Eric:
The probable cause of this is that the hex was not really an open hex at level 20. there may have been a phantom terrain piece here, like a hill edge or a building. See the thread on invisible buildings in this forum.
Hmm,yes Eric, I see yr point, but it's not only a matter of looking-like; I pointed the cursor on both hexes and the message I got for both was "clear, height 20": do you think it is a case of phantom terrain anyway ?

Posted: Mon Apr 30, 2001 7:14 pm
by Flashfyre
It probably is an "invisible terrain" problem. I've had the same thing happen when designing a map......cursor shows a "clear" hex, but in reality there is something still there. Most likely a "modifier"-type terrain.

Another thought would be C&C issue....or even the "friction" movement issue.