Movement Bug

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Movement Bug

Postby KGB » Tue Mar 20, 2012 10:00 pm

I actually love this *feature* so I am hesitant to report it, but I am not sure it's the behavior that is intended.

When you vector units to a city they are arriving with incorrect movement. It's always *more* than the units are supposed to have. For example, Pikemen have a default of 9 movement. If you don't move them (or save 2 movement points) they start with 11 moves on the next turn. So when vectored units arrive, I expect them to have 11 moves. However I notice they are arriving with 13 or more movement.

I've noticed this for a while and have been trying to figure out what causes it. I think I finally figured it out. It appears the game is giving the units +2 moves PER TURN SPENT IN TRANSIT. So if it takes the Pikeman 2 turns to vector there, he will arrive with +4 moves. If it takes 3 turns he arrives with +6 moves etc.

I think it's great to get an extra initial burst of movement after arriving in your destination city so I have no problem if it's intended behavior or if it never gets fixed!

KGB
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Re: Movement Bug

Postby Moonknight » Wed Mar 21, 2012 2:01 am

Interesting, I have never noticed this...
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Re: Movement Bug

Postby SnotlinG » Wed Mar 21, 2012 3:20 pm

Funny you should report this as I was just fixing this bug today for the next version :mrgreen:
Its not dependent on turns in transit but rather on other things ;-)

I would think the +2 move that you save for not moving the previous turn should be enough of a move-boost for a unit thats been teleported? :-)
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Re: Movement Bug

Postby KGB » Wed Mar 21, 2012 4:42 pm

SnotlinG,

The +2 moves after teleport is good. It's just that I am now accustomed to great :)

Can you let me in on the secret of what gives the extra moves if it's not turns in transit. The only other obvious thing I can think of is it being related to the number of units traveling there (ie 4 vectors to a city = +4 moves, 3 vectors = +3 moves). I want to take full advantage for as long as I can!

KGB
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Re: Movement Bug

Postby SnotlinG » Fri Mar 23, 2012 8:34 pm

Then I would have to fix it in beta5 also :mrgreen:
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