Understanding Movement in PzC - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Tiller Operational Campaigns (https://www.theblitz.club/message_boards/forumdisplay.php?fid=11) +--- Thread: Understanding Movement in PzC (/showthread.php?tid=63560) |
Understanding Movement in PzC - Lt. Smash - 01-13-2013 I'm learning the Pazner Campaign game engine. I have a couple of questions about movement that I was hoping this group could help with. 1. Can someone confirm if the game engine rounds decimals down when applying a ground condition multiplier? For example, if it costs my tracked vehicle 9 MP to move through Clear terrain and the Movement Modfier for Soft Ground Conditions is 130%, a raw calculation says it costs 11.7 MP to make the move but it appears the engine is only charging me 11 MP to move. 2. Help me with undertand this situation. Ground Conditions are Soft. It is Daylight. I have a tank company in travel mode in a village. I want to cross a stream into clear territory. While there is a medium bridge connecting a secondary road between the hexes, I don't get its benefits because I'm armored (correct?). Therefore, to make this move, I'm going to be charged for crossing the stream (12 MP) and moving into the clear (9 MP) and this movement will be subject to the 130% Soft Ground Movement Modifier. If these two The engine is charging me 26 MP which I think is RoundDown(12 x 130%) + RoundDown(9 x 130%). It seems like the engine really gives the moving force a benefit of making more complex moves. In the question #2 above, I could easily seem getting charged 27 MP ( using (12 + 9) x 130% ) or 28 MP ( Round(12 x 130%) + Round(9 x 130%) ). BTW, I'm playing Tunisia '43 1.01. RE: Understanding Movement in PzC - Aditia Holdem - 01-13-2013 (01-13-2013, 08:32 AM)Lt. Smash Wrote: I'm learning the Pazner Campaign game engine. I have a couple of questions about movement that I was hoping this group could help with. 1. There are too many units to move to do your own calculations, use the red arrow button in your toolbar to see movement allowance. This button is your friend and is probably the button I use the most (BY FAR!) My second most used button is the little ammo icon, so you know where you can move your unit and still exit T-mode. 2. Errm, yeah, if the bridge can't support your unit, you unit will not use the bridge and ford the stream. The only time it is useful doing your own calculations is to decide wether or not it is wise to put a unit in t-mode at all. RE: Understanding Movement in PzC - Ricky B - 01-13-2013 Agreed, I have always just let the engine manage the movement and used reachable hexes to see where I can reach to. The results may be odd at times - moving up hills for example, where leaving a road in travel mode can cost less than moving up a hill on a road, as if it isn't graded and the vehicles need pushed, or the men have to use ropes on the road. But I have never looked at the math of specific costs. Sorry. Rick RE: Understanding Movement in PzC - Mr Grumpy - 01-14-2013 I agree, just use the "Reachable Hex's" toolbar button and don't worry about trying to do the math's yourself. RE: Understanding Movement in PzC - Ricky B - 01-14-2013 Also, the save movement cost button is very useful, to make sure the unit can fire or deploy, when needed, or possibly saving enough to move away from the enemy, depending on ground conditions. |