Re: Route planning algorithm
Unfortunately that only alleviates the problem but is not a complete workaround. In many cases even the short route might go haywire especially with water/bridge hexes.
I personally - as a software developer - know the pains of going thru old and buggy code and in this case it's something that's probably always been there - but couldn't you guys implement for example something easy but computationally inefficient like Djikstra's algorithm as the computing power these days shouldn't be a problem? The very source of the problem lies with the movement point calculation differing between the route plan cost (bright hexes) and the actual movement cost. This is also bad in cases where you think you can move your troops to the cover of the forest and then find out that the route planner promised you more than it can deliver and your troops are sitting (or running) ducks in the open for the opponents next turn.
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