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Bug of unlimited transportation distance in one turn

Anyone noticed that by aligning and linking transportation vehicles (ships, wind walkers), one can implement an unlimited transportation distance in one turn?

The ability to move all units in one turn, is to simulate the parallel moving for all units.  However, due to the UI limitation, we have to move units one by one serially.  This gives us a chance to align transportation vehicles. If those ships were moved simultaneously, the linking-ships unlimited distance transportation won't be possible.

An easy way (but not as accurate) to solve the bug, is to put a "Transportation" counter the same as the transporter's movement points, on each transporting unit.  The "Transportation" counter are granted only once per turn at each unit's first transportation.  Transportation counter reduces one per step as the transporters go.  When it reaches zero, the transporting units can no longer be transported in the same turn.  (Note: the transported units should be able to go by itself after or in the middle of the transportation)

In this way, you can still links vehicles.  However, when "Transportation" counters reach zero, those units have to wait for the next turn to be transported.

A more accurate way (but very hard to implement), is to count the remaining time.   For example, transporter A is capable of moving 4 distance,  and transporter B is capable of moving 5 distance.   Assuming transporting units are first transported by A for 2 moves, linked to transporter B, and let B do the rest transportation.    Since transporting 2 moves by A takes half the turn (half month), for the rest half month, B can do 2.5 transportation moves.

Transporter points should not affect the movement point for the transported units.  This means it's OK for a unit to be first transported by A, and then walk for some distance by itself, linking to B, and then be transported by B.    In the easy implementation, the transportation counter is reduced when it is transported, either by A or B.  It will eventually be reduced to zero, and thus unlimited distance movement is not possible.    Maximum movement = unit max movement + best transporter's movement.
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Yes, unfortunately that's a "feature", not a bug. The ship movement rules allow it. We've had a discussion about it in the test game thread just a few days ago.

We would need to design and implement completely new rules to change that.

Quote:An easy way (but not as accurate) to solve the bug, is to put a "Transportation" counter the same as the transporter's movement points, on each transporting unit.  The "Transportation" counter are granted only once per turn at each unit's first transportation.  Transportation counter reduces one per step as the transporters go.  When it reaches zero, the transporting units can no longer be transported in the same turn.  (Note: the transported units should be able to go by itself after or in the middle of the transportation)

In this way, you can still links vehicles.  However, when "Transportation" counters reach zero, those units have to wait for the next turn to be transported.

This sounds good in theory but there is no UI to show the counters.
More importantly, this would result in the units getting dropped off into sea when you move a ship and the units on it are not allowed to be transported any further. That's completely unacceptable. (and so is the ship being unable to move)

The detailed idea has the exact same problem.

Basically I'd want a system where
-Ships and units can always move when they have movement points
-Units can move after being carried by a ship
-Units are automatically carried by ships so they are never left behind by accident and drown
-And it has to work on land so "leaving the ship to go on shore" is a no as well.
-And we can't do any major UI changes.
-The system also has to not disturb existing AI behavior, although I don't think that's a problem - the AI can't chain-transport anything. (They might accidentally have their transported units get caught on a second ship if the ship passes through the same tile, though.)
-The player can always be 100% sure how much they can still move, without new information being displayed (since we have no room to display any).

I don't think there is a way to have all that, but if someone does manage to solve it and it's not impossible to implement, it'd be great.
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To add to that, there should be a way to move a ship without moving the units it is stacked with - particularly when those units are on terrain that is safe for them.
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Yes, well, the perfect solution would be to actually have a "load" button that loads units into ships to allow them to get transported, but we don't have UI for that and can't make one.
And without that function the units can't tell if they are switching to another ship and that is what makes coming up with a solution difficulty, if at all possible.

(Even if we had the UI, the technical parts of such a feature would also be impossible. Where do you put the unit while loaded into the ship? I mean it shouldn't appear on the map, shouldn't get autoselected or move, but should still exist, counting as a living unit. Then the unload button needs to put them somewhere, finding free space, while considering the 9 units limit on a tile.)
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Uhm... P means doesn't load?
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