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When calculating a path, the pathfinder assumes the unit's current speed will be used for both embarked and land travel. This leads to bad/slow routes, as well as incorrect destination turn estimate.
Steps to Reproduce
Get any upgrade that gives embarked units +x to their embarked speed.
Put unit on land, view path that goes through water. Land speed is always used.
Put unit in water, view path that goes through land. Embarked speed is always used.
Screenshots
No response
Link to save file
No response
Operating System
Android
Additional Information
No response
The text was updated successfully, but these errors were encountered:
This is much more complicated than I thought it was going to be.
The problem lies in the fact that embarked units get their extra movement points from uniques in techs, which filter on "embarked units".
The problem is, that unit filters are text only, and that - for example - "embarked" checks the current state of the unit.
Changing this to reflect the true "future" values would mean turning the filter into one that can accept how a unit will be and not only what it is, and that's beyond the scope of what I'm willing to do for this now.
Is there an existing issue for this?
Game Version
4.13.14
Describe the bug
When calculating a path, the pathfinder assumes the unit's current speed will be used for both embarked and land travel. This leads to bad/slow routes, as well as incorrect destination turn estimate.
Steps to Reproduce
Get any upgrade that gives embarked units +x to their embarked speed.
Put unit on land, view path that goes through water. Land speed is always used.
Put unit in water, view path that goes through land. Embarked speed is always used.
Screenshots
No response
Link to save file
No response
Operating System
Android
Additional Information
No response
The text was updated successfully, but these errors were encountered: