My problem is that units can only be loaded onto carriers in ADJACENT squares. My order system cannot handle that. Nor do I think it is a good idea. The implication is of a 100km gangplank.
On the other hand, if we reject the adjacent square approach, we have to deal with the concept of ships in land squares. This gets back to my original arguments for rivers and coastlines to be in land squares (and beaches and ports also). This is the wrong thread to extend this discussion - but at least I have explained the reason for the delay.
On the other hand, if we reject the adjacent square approach, we have to deal with the concept of ships in land squares. This gets back to my original arguments for rivers and coastlines to be in land squares (and beaches and ports also). This is the wrong thread to extend this discussion - but at least I have explained the reason for the delay.
I can understand that adjacent ship and armies is poor, but is it possible to say that when army is given orders to go to a water square, it follows the path needed to get there, then realises it cannot cross water and stops, unless there are ships in the square, in which case it boards the ships instead of moving? It is kind of if (terrain not allowed) then (try to board something there). I am not sure it is user friendly, but it can allow for rendez-vous between land army and transport easily.
Also, a point in allowing an army to move even if water is somewhere along the path is when you move through black tiles. (Actually this has very little in common but I think as I type or the other way round): I'd like to be able to give orders to go through hidden terrain, then all the terrain should be considered neutral from a pathfinding point of view. I don't think it is now, which
1) prevents me from moving 10 squares west into the unknown if that square is a water square
2) allows me to artificially know the land/sea map by trial and error on the pathfinding algo.
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