uriaheep Posted December 6, 2005 Share Posted December 6, 2005 Anyone noticed a slight but important problem sending your troops out into the world. Picture this: Sergeant radios to his nearest squadie to scout inside the building on the flank. Squadie responds and imediately does a lovely pirouette before executing his orders. I have found that when clicking a destination for a trooper, he doesn't turn to the direction the easiest way every time. I know there are issues of troops taking odd routes to get to their destination but has this little foible also been noticed? To turn 90 degrees it takes 2 movement points. If the trooper is facing south and you wish him or her to move to a point directly to the west, under some circumstances the trooper will turn 270 degrees (6 points before he has even moved) to face and then move in that direction. The odd thing is, it is dificult to replicate. I have tried to replicate the situation on a save game but have found that sometimes the trooper will do it correctly. It also seems that these movement points are 'stolen' by the game in situations where you really could do with those vital seconds. Has anyone else come across this or am I just paranoid? Link to comment Share on other sites More sharing options...
Quantifier Posted December 6, 2005 Share Posted December 6, 2005 Are you sure the turning took TUs? Because I know that when soldier turns to direction you order him to move, he doesn't use TU for that, but I'm not sure about turning the other way (more than 180°). I don't remember it ever happening. On the other hand: soldier does spend TU to turn to direction he's ordered to shoot. Link to comment Share on other sites More sharing options...
uriaheep Posted December 6, 2005 Author Share Posted December 6, 2005 (edited) Unless my maths are wrong but I will check it. Yeah, I've rechecked it and I loose movement whether I shoot or not. Something else I have just noticed too, diagagonal movement costs 6 TU's per square. I never saw that before. I can see the troops will have to do more drilling! Edited December 6, 2005 by uriaheep Link to comment Share on other sites More sharing options...
Quantifier Posted December 7, 2005 Share Posted December 7, 2005 I'd like to test it, is there a way to replicate the wrong-way turn? If yes, how? And yes, straight movement is 4 TU per tile, diagonal is 6 per tile. Link to comment Share on other sites More sharing options...
uriaheep Posted December 7, 2005 Author Share Posted December 7, 2005 Typical, it will not do it all the time. I can't make it do it on command - even after saving just before it happened and going to the same point it does not always repeat the problem. I will play it for a while and post as soon as I can work it out. Oh and it seems to happen more in the UFO's than anywhere else. Link to comment Share on other sites More sharing options...
Bomb Bloke Posted December 7, 2005 Share Posted December 7, 2005 By the way, different tiles require different amounts of TUs to cover. Check out this section of the Wiki. I've never noticed units turning the wrong way before. I have had one soldier aim his second auto-shot so badly that he had to turn to fire it... Link to comment Share on other sites More sharing options...
Strong Bob Posted December 7, 2005 Share Posted December 7, 2005 Been playing for years, this is new on me. However, I've encountered Bomb Bloke's "ass-aim" at least a hundred times before... Probably due to my habit of keeping all my soldiers regardless of skills. Link to comment Share on other sites More sharing options...
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