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hmpf
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Post subject: Movement Bug edit: again Posted: Mon Feb 07, 2011 9:55 pm |
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| Battle Dex Testing Team |
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Joined: Tue Apr 27, 2010 7:06 pm Posts: 348 Location: Munich
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I recently had a problem with an AA that followed an inf on turn1 and the AA moved only 2 hexes. As far as i know this issue has been resolved and it always worked for me except this time. Maybe has something to do with the starting hexes - I can't really say it. http://battledexgame.com/game.php?game_id=23968
Last edited by hmpf on Fri Feb 11, 2011 5:50 pm, edited 1 time in total.
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chrism
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Post subject: Re: Movement Bug Posted: Mon Feb 07, 2011 10:45 pm |
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| Battle Dex Team |
Joined: Sun Aug 23, 2009 4:02 pm Posts: 1222
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It must have been blocked by the artillery. You must have accidentally moved it to the space the art ended in.
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Victim
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Post subject: Re: Movement Bug Posted: Mon Feb 07, 2011 11:32 pm |
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Joined: Thu Dec 02, 2010 12:59 pm Posts: 247
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if you click on it, you can see its path was behind the inf
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chrism
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Post subject: Re: Movement Bug Posted: Tue Feb 08, 2011 12:31 pm |
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Joined: Sun Aug 23, 2009 4:02 pm Posts: 1222
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ok. im uninformed.. i didnt know you could do that in a replay.
We will check on this asap.
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chrism
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Post subject: Re: Movement Bug Posted: Tue Feb 08, 2011 2:25 pm |
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Joined: Sun Aug 23, 2009 4:02 pm Posts: 1222
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Figured it out. Everything works. The issue is that starting hexes are treated as highway tiles. This changes the AAs movement so it is not in line with the infs movement. Thus, the fix does not work. We are changing starting hexes to normal tiles for movement purposes (I didn't even know they were considered highway tiles for movement purposes -I doubt many other than dagnor knew).
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fewar
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Post subject: Re: Movement Bug Posted: Wed Feb 09, 2011 11:12 am |
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| Battle Dex Testing Team |
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Joined: Sun Apr 18, 2010 1:32 am Posts: 1271 Location: Slovakia
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I knew 
_________________ "Are you guys doing that stupid facebook stuff again? Why are you guys in here wasting your time? We are supposed to be out playing videogames." - Stan Marsh
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dojadoug
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Post subject: Re: Movement Bug Posted: Thu Feb 10, 2011 12:07 pm |
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Joined: Mon Nov 08, 2010 10:33 pm Posts: 245
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chrism wrote: Figured it out. Everything works. The issue is that starting hexes are treated as highway tiles. This changes the AAs movement so it is not in line with the infs movement. Thus, the fix does not work. We are changing starting hexes to normal tiles for movement purposes (I didn't even know they were considered highway tiles for movement purposes -I doubt many other than dagnor knew). I definately realized troops moved faster on starting hex tiles, but I didn't even think of the implications as far as the new movement system. Glad this will be fixed.
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Bubbles
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Post subject: Re: Movement Bug Posted: Thu Feb 10, 2011 12:50 pm |
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Joined: Mon Mar 29, 2010 7:32 pm Posts: 2828 Location: Louisiana, U.S.
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even I knew this one 
_________________ Living goes by fast, catch your breath and it'll pass you by. And it won't last to sulk in the memories you hold.
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dagnor
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Post subject: Re: Movement Bug Posted: Thu Feb 10, 2011 3:24 pm |
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| Battle Dex Team |
Joined: Tue Jul 21, 2009 10:40 am Posts: 60
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This is fixed now. Used a different approach so we can leave the starting hexes as terrain type "road". That was a good catch.
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hmpf
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Post subject: Re: Movement Bug Posted: Fri Feb 11, 2011 5:49 pm |
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| Battle Dex Testing Team |
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Joined: Tue Apr 27, 2010 7:06 pm Posts: 348 Location: Munich
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