|
Post by ππ³π°π΅π΄π¬πΊ on Jun 20, 2020 13:13:22 GMT
Where I can move a unit - it seems sometimes complicate to understand the exact 'movement cost'. The 'problem' is: Plant and Forrest (Hill and Mountain) can look equal in the map but have different terrain costs. My hint: I Identify the real movement cost of a non empty field by checking the evasion the hex has. How much movement costs it, to move into a Hex? I count like this; - 3 for every Land field
- 1 for Plant/Forrest
Β Β -- or -- 2 for Hills/Mountain - 1 if envasion is 10%/20% or 20%/10% I just search 20% yes or no
So moving into a land Hex can cost between 3 and 6 moving.
|
|
|
Post by pathdoc on Sept 18, 2020 15:28:35 GMT
Just highlighting the unit will show you exactly what it's capable of in that move, so the need for the calculation seems moot.
Now OTOH if you are trying to work it out several moves in advance, THAT becomes a problem in search of a solution.
|
|
|
Post by ππ³π°π΅π΄π¬πΊ on Sept 18, 2020 20:54:46 GMT
Just highlighting the unit will show you exactly what it's capable of in that move, so the need for the calculation seems moot. Now OTOH if you are trying to work it out several moves in advance, THAT becomes a problem in search of a solution. For your own team (before moving) its easy - if you want to know, if a three hex away light cavalary can arrive to a spot(city) - checking the evasion is for me the only way to find out, up to whivh hex a troop can move - if not necessary I leave cities always without troops . aHow do you check the possible movent of your enies?
|
|
|
Post by Nobunaga Oda on Sept 19, 2020 8:13:56 GMT
Just highlighting the unit will show you exactly what it's capable of in that move, so the need for the calculation seems moot. Now OTOH if you are trying to work it out several moves in advance, THAT becomes a problem in search of a solution. For your own team (before moving) its easy - if you want to know, if a three hex away light cavalary can arrive to a spot(city) - checking the evasion is for me the only way to find out, up to whivh hex a troop can move - if not necessary I leave cities always without troops . How do you check the possible movent of your enemies? I estimate them using experience in moving my own troops. Assuming the unit has no gens: Inf always moves in 2 hexes, unless they are entering the sea or crossing a river. Another exception is the machine gun unit which can only move in 1 hex. For cav, only light cav moves in 3 hexes in plains terrain. Arty is even simpler, 2 hexes for light arty and RA only on plains. Any other arty or light arty and RA on non-plain terrain will move in 1 hex. Gens with 1* in movement have no effect, 2* should ensure 2 hexes for all on plains and 3* and above should allow for 3 hex movement for select units.
|
|
|
Post by ππ³π°π΅π΄π¬πΊ on Sept 19, 2020 13:46:52 GMT
... How do you check the possible movent of your enemies? I estimate them using experience in moving my own troops. Assuming the unit has no gens: Inf always moves in 2 hexes, unless they are entering the sea or crossing a river. Another exception is the machine gun unit which can only move in 1 hex. For cav, only light cav moves in 3 hexes in plains terrain. Arty is even simpler, 2 hexes for light arty and RA only on plains. Any other arty or light arty and RA on non-plain terrain will move in 1 hex. Gens with 1* in movement have no effect, 2* should ensure 2 hexes for all on plains and 3* and above should allow for 3 hex movement for select units. I aggee, this is only Interesting for cavalry and artillery. But especial for units with generals it is very important. Not only light, even heavy cavalry can move 3 hex on plains. If on three hex to move a LC, there is one single one tree, you can't see if the LC can move 2 or 3 hex. (3+3+4) or (3+3+5) But: If you check the evasion of the hex with the tree you can find out how much movement {4 or 5) this hex costs. Same question for hills (5 or 6 movement cost). Before I could exactly check the possible enemy movements, I saved - leave the AI turn, and see what can happen; than I reload and decide where to put my troops. Now is much easier as I can check exactly the movement cost for every single hex: 3 plains, 4 trees/Forrest, 5 hills/mountains Then I add +1 if a hill has (20%+10%) or trees have (10%+20%) terrain evasion. (20% - that's I look for) The AI preferes to occupy undefended cityies - in missions I open not important cities to bring attacking generals away from my troops - similar to build small forts - AI attacks first the fort in construction (AI first occupies undefended Citfy, factory or stable, than AI attacks who can't counterattack: 1.rocket, 2.construction 3.Siege ) For these tactics it is very helpful to be able to count the exact movement for all troups. I only know now, how to find it out with the help of checking the evasion - is there another hint?
|
|