[.86][BUG][or not?]Fast units losing their moves when ejected from slow armies


I always keep forgetting to post about this, as it has been this way since the beginning of WOM.  I don't know if it is a design decision or a bug.

When you have a fast uni in a slow army.  If you eject it before any movement is used up, the fast unit will still be limited to the armies speed.  What the UI is telling me is that it has already used up any excess movement above the army's speed. 

I would think that the movement left that a fast unit being ejected from a slower army should be its maximum speed less any movement made while within the army.

4,475 views 13 replies
Reply #1 Top

Know what your trying to describe but what you typed is way confusing.

When you group up units with different movement rates into an army, it causes funkiness the turn that you un-group them. It would be nice if the whole group and ungroup army didn't play around with the army leader's and other unit's used movement.

Reply #2 Top

This is intentional, but I don't believe it's a good intentional.

Reply #3 Top

I completely agree with your line of reasoning. I find it quite odd that the fast units will have already had their extra movement points subtracted when they depart from a slow army (even prior to the army moving). In my opinion, it would be more intuitive to allow fast units to depart from a slow army without such a penalty.

Reply #4 Top


I must have missed the discussion about this when WOM was being developed CdrRogdan.  Do you have a link so I can see what the different points of opinion were?? 

Nathan E, here's the mathematical version.   Ejected Unit Moves left = Army's moves left.  This is true regardless of how many extra moves the ejected unit should have :(

Oh, and has anyone realised you can't split an army after all movement for the turn?  Would be nice so I can set two different waypoints.

Reply #5 Top

This has always annoyed me, including in WOM. It does not make sense. For example, I have a 3-movement sovereign with a 2-movement lady I'm dropping off at a manor. It's one square away, and I drop her off. My sovereign, instead of having 2 more movement points left, has only one. This is silly, and it doesn't make the least bit of sense that being with a slow unit tires you out.

Reply #6 Top

Quoting Beric01, reply 5
...it doesn't make the least bit of sense that being with a slow unit tires you out.
End of Beric01's quote

I suppose it might make sense if you thought of each turn as being a period of time (a season) and that enough of that time had passed traveling at the slower rate where your sovereign could not reach his max potential in the remaining days. 

As a game mechanic, though, it's perplexing and counterintuitive.

Reply #7 Top


I think see what you're saying ambidexter.  Sounds like you think it should be on a percentage basis though?   Ie, Unit with 4 movement in an army with 2 movement, the whole army moves one tile (so the army has 1 unit left, of 2, ie 50%), then you eject the 4 movement unit, and it would have 2 moves left (out of 4, ie 50%).  Is that how you are thinking???

I'd be interested to know if anyone thought that it is actually better the way it is now for gameplay or strategy reasons.  Because I can't think of any.

Reply #8 Top

No, I am not suggesting a proportional movement reduction.  I was just musing that tiredness need not be the rationale that explains the situation as is. 

My sense is that the entire category units-move-from-place-to-place is a work in progress and I'm hoping they spend a bunch more time on it.  I have lots of suggestions, just not sure how much of what I see right now is an undeveloped system and what is a bug. 

Reply #9 Top

One aspect of this which I particularly object to is the situation where Unit A spends it's movement points and ends it's move on the same tile as Unit B which has not moved yet this turn.  Unit B won't move, since Unit A formed an army with zero movement points when it entered the tile. 

Reply #10 Top

It's a very annoying mechanic. The game should keep a count of how many tiles a unit has moved, and compare that to maximum movement points it has at any given time. It's pretty simple and straightforward and it is pretty much how every single other game does this.

Reply #11 Top

Quoting ambidexter235, reply 9
One aspect of this which I particularly object to is the situation where Unit A spends it's movement points and ends it's move on the same tile as Unit B which has not moved yet this turn.  Unit B won't move, since Unit A formed an army with zero movement points when it entered the tile. 
End of ambidexter235's quote

Yeah this is annoying.  Two systems are in play though.  The first which is what my OP was about, the second is trying to "help" the user to create armies with the least fuss.  Imagine in the late game where you have tons and tons of units, and to add units to an army you would have to send them to the same tile, THEN have to add them to the army there.  Then think of doing this for 9 units for EVERY army you have.... My index finger is hurting from thinking of that :P

On your other comment regarding whether the movement system is finished/unfinished/buggy.  The system is unchanged from WOM, so any ideas you have can only make things better (ANYTHING is better than losing all your extra movement!) :)

I agree with you LNQ.  simple and effective :)

Reply #12 Top

Sorry if this is off topic, but it might be related.

I don't recall this happening in .77, so it might be new in .086.  If I have an army, and select one of the members (to examine its stats, for example), and then forget that I have it selected, and right click on a destination for what I think is the whole stack, sometime that selected unit moves by itself, and sometimes nothing happens (always if the unit has no movement left, and sometimes even if it does).  Once this happens, the selected unit is removed from the army it now shares the tile with, and I haven't found a way to put it back into the army without actually moving it and the army to a different tile.

Has anyone else seen this?

Reply #13 Top


Yeah I haven't had the bug that a unit with movement points doesn't move, but in all the beta versions I've played of FE, I haven't been able to put units into an army that is still sitting in the same tile.  Current;y I can't remove units from an army with zero moves left though, so this isn't an issue.