The sad state of Tarth...

So... I have been away from fallen enchantress for some time, and thought I'd play a quick game. Remembering being crushed repeatedly before, I decided to play Lady Irane and Tarth...

That did not work out so well.

Apparently, while the game still describes Tarth having master scouts, they do not actually work properly. So when I try and move my units, they pretty much always stop on the (1) position.

And, ok, I get that there's a lot of work which goes into a game like this, but when the game behavior actually conflicts with the game's description of that behavior, I feel like it's unplayable. I have no idea how to play a game when it gets to be like that (because I expect a lot more of the same - and that means I will not know what the game is doing because it's not doing what I think it's doing).

So now I feel sad...

22,521 views 4 replies
Reply #1 Top

You make a valid point - a very valid point.  However, consider that it is a work that is being modified.  Sometimes- the documentation does not keep up with the changes.  Personally, I treat this as part of exploring the game - treating the documents as 'educated guesses of my fallible advisers.  Yes, a pain - and hopefully SD with catch up on this.   In the meantime - explore, and learn how the game really works.

Reply #3 Top

Quoting Primal_Savage, reply 2

Master Scouts works perfectly fine (No penalty in Forests/Swamps and on Hills/Rivers)

 

I could not prove to myself that I had a "Master Scouts". Nothing showed up in game to confirm that I had any such thing.

 

And it has been years since I played this game, so my memory of the details has been foggy.

Reply #4 Top

Quoting Primal_Savage, reply 2


...So when I try and move my units, they pretty much always stop on the (1) position...



 

Master Scouts works perfectly fine (No penalty in Forests/Swamps and on Hills/Rivers). You can see the Movement Cost of moving a certain Unit over a tile when you hover over that tile (while said Unit is selected) and look at the Minimap (Bottom right).

Example #1: with a Tarth Unit selected, hover over an empty hill and it will show "1x Movement" on the Minimap.

Example #2: If you select a non-affiliated Wild Creature with no special movement abilities and hover over that same empty hill, it will show "0.5x Movement", meaning it requires twice as many movement points to move on that hill than on a normal 1x terrain.

As to the (1) position you refer to, it's where the Unit is supposed to stop in multi-season travel, (2) being the location where you should end after the subsequent Season, (3) being... and so on. It is NOT an indication of where your Movement Point #1 will take you, it is an indication of where you will end your Season #1 travel. So yeah, they should pretty much always stop on the (1) position.

 

The mouseover pathing stuff has been bugged for a long time -- in fact, GalCiv2 had the same problem, perhaps due to some kind of rounding error, but the tile the unit will stop at the end of the season is often one short of how far the (1) indicates.  I often have to hover the mouse over a tile I want to make it to this turn, then move it onto the tile, then back to see if it'll still give a (1) indicator to tell me I can make it to that tile; very often, moving the mouseover hover off the tile and then back on will give me a different story as to how far the unit will make it this season.  GC2 had a similar glitch, IIRC.