[1.07][BUG] Unit movement bugs

A few movement-related bugs:

- Heroes with equipment/natural movement bonuses are still limited to the base 2.0 moves when starting the turn inside a city.

- Heroes and Armies do not use good pathfinding to take the "quickest" route to a space that is right-clicked on, often trying to walk through the one forest hex on the way.

- Researching the logistics/movement technology that is supposed to add an additional 1.0 move to all of your kingdom's units has no effect.

2,165 views 4 replies
Reply #1 Top

In addition to the above points, the following also happens:

- Unit A moves and expends all movement points.

- Unit B moves over top of unit A, forming an army.

- If Unit B still has movement points, then Unit A is allowed to move additional spaces along with Unit B.

I don't believe that this intended behavior, and that if an army is formed in the above scenario, Unit B should lose the remainder of it's movement points.  This brings up another point, in that I wish there were an "add to fleet" button (for lack of a better term) instead of the current auto-join for armies.

Reply #2 Top

I have found the same issues to be the case. I have also found:

-When using archers in tactical, if the enemy is just outside of range, the archers will move as if to move to the square the enemy is located. This seems to cause an issue because at the turn after, no other friendly units can take any actions. The only way to resolve is to auto-resolve. The latter might be a second, seperate issue, but it seemed to happen more often after the movement.

Reply #3 Top

I have a problem with the children of my sovereign. in tactical battle, they use all their action points (3.8) up when moving 1 square.

Reply #4 Top

I'm not sure any of these problems have been fixed in 1.08v37, FYI.