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Fromafar
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I am afraid we are talking about 2 (or maybe 3) different things here.
Firstly, there is the problem that airplanes have to refuel, and land units do not. I fully agree with you there: it is unwise to keep your stack together, because it will kill the airplanes.
Secondly, there is the problem of optimal movement. When the optimal path for the land units is not straight (e.g. following roads/coastline), you may lose movement points of the airplane by keeping it with the land units. No argument there: ungrouping and recombing is better, and maybe even necessary to reach the target together at all.
Thirdly, and this is what I was talking about, there is the GUI for the human player. When the path is straight or short enough, I don't want to ungroup, move 2 or 3 different stacks to 1 tile just before the target, group, and make the final attack together. I just want to aim the whole force directly to the target.
Ideally, I would love my - competent AI - army generals and admirals to know how to move troops, and even synchronise the optimal paths (solve the second problem) themselves when I just point out the target on the map to them. But I may be a bit too optimistic right now.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:31
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quote: Originally posted by Fromafar
Thirdly, and this is what I was talking about, there is the GUI for the human player. When the path is straight or short enough, I don't want to ungroup, move 2 or 3 different stacks to 1 tile just before the target, group, and make the final attack together. I just want to aim the whole force directly to the target. |
In that case you need to compute that would take the land units, so the aircrafts and the land units pay for that part of the way they move together. Once one units has used all its movepoints the stack can't move any further for the whole remaining turn.
So how is the path caculated in a mixed Air-Land stack, after a short test it seems that the path is calculated on the movepoints of the land units and their ability to use roads, that the aircraft can't use the road doesn't matter for the path colors, but the stack stops when the aircraft used all its movepoints.
In fact the path should be calculated on the ability of the land units to use roads, but it should be taken in consideration that the aircrafts can'T use roads, so that the green length of the path is displayed correctly.
-Martin
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Fromafar
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Basically, it now works the way you describe here. The actual movement cost deduction when executing the move is done correctly - for each unit individually in UnitData.cpp.
The path coloring in TileHighLight.cpp does it incorrectly, and may be off. But this will correct itself fairly quickly: because the actual movement is computed correctly, you may end up with a "green" army that has still movement points left at what was originally the end of the path.
Also, the fixed air and sea movement costs are always 100, and all air and sea movers have movement rates that are multiples of 100, so you will not get any problems with partial moves in the game.
I only encountered problems with Fusion Tanks in combination with tunnels in deep sea. Trying to move the army gave a red path, while ungrouping and selecting one unit at a time did give a green path for all units!
Any selected path is slavishly followed by all units as a group. There are no attempts to split off units temporarily and recombine later.
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