(09-22-2011, 10:09 AM)ivanmoe Wrote: (09-21-2011, 11:58 PM)Ricky B Wrote: I prefer to let the game run itself, and most of the PDT is information used to run it behind the scenes, not something useful to a player - I am talking about the movement costs. I couldn't, and wouldn't, use those to calculate a move, I just like to see how far I can move, sometimes keeping movement left to fire once, and the in game tools allow me to do that.
I'm surprised to hear that you wouldn't carefully examine movement rates/costs to plot a move in a game that uses this system. For example, how would you know how to budget your Travel-movement in such a way that a unit is able to exit the mode as close to the enemy as possible (assuming that's your aim)?
I will stick to one point at a time, as this will get unreadable quickly. On this point, I gave my style of play (by the way nothing I am saying has anything to do with the developer!), yours may differ which is fine - I haven't dug into the games you have, but most of the newer games have started writeups that indicate exactly how I plan my travel mode movement. It isn't by the tedium of planning each move by trying to count costs per hex, as between the terrain, elevation, and hexside costs it gets a bit much. The games have a "reachable hexes" button that shows how far a unit or stack of selected units can reach. Then there is a save movement costs button that saves enough points to deploy - in conjunction with reachable hexes it shows where a unit can move to and still deploy.