View Full Version : Building Avoidance???
July 5th, 2005, 06:12 PM
It seems to me that the old vehicles running to buildings bug is back, I remember when SSI put out a patch to repair that since it is quite unlikely that a tank/track driver would intentionally run over a building and disable his vehicle on purpose.
On a couple of occassions I have had units disable themselves by running over buildings while selecting a path to the target hex.
July 5th, 2005, 08:00 PM
I've have that happen before to,good way to get around it is move the vehicle shorter distances instead of just clicking on the final place you want it.This way you can control where the vehicle goes better.
July 5th, 2005, 08:04 PM
I have had a problem every now and them, but nothing major, But in all the SP games if you took a long route sometimes it will run through buildings
July 5th, 2005, 08:40 PM
Another thing to check for are "Tank Traps" as we used to call them. It's a raod or trail that leads through a building. To an AI that is the quickest route.
July 5th, 2005, 09:14 PM
Watch out for a similar thing with helos that will fly over the enemy as the shortest route.
I just had a helo retreat off screen with a full load after taking ground fire.
July 5th, 2005, 09:39 PM
Also, riverine craft will "collapse" buildings on the waters edge, although I have not had one get stuck yet doing so. But as noted above, if you move 1 hex at a time, which is prudent anyway, then you avoid that problem.
July 6th, 2005, 03:20 AM
In a battlefield there isn't anything valid as a "quick" path or "shortest" route.
You should always move your units using smaller steps because this way you control tactical manouvers.
The tactical redeployment is an action that most of the times needs to follow the unexpected way of approach.
July 6th, 2005, 10:52 PM
your vehicle will drive through your own mine field as well, if it is the shortest path. Just had to reload a turn because of that http://forum.shrapnelgames.com/images/smilies/frown.gif
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