Alex Koponen Posted August 4, 2007 Share Posted August 4, 2007 Most times in SC2 movement is predictable. You have so many action points and can move so far across terrain. However, sometimes a unit having enough action points cannot move to a particular square, even if adjacent because the computer does not allow it to move into that square. It appears to be when enemy units have some ZOC or something...but I haven't figured out the rules as to when and why this occurs. Any help? Link to comment Share on other sites More sharing options...
targul Posted August 4, 2007 Share Posted August 4, 2007 Good question. Seems very random to me also if a unit adjecent can move or not. Link to comment Share on other sites More sharing options...
arado234 Posted August 4, 2007 Share Posted August 4, 2007 The weather plays a big part(mud,snow etc). Link to comment Share on other sites More sharing options...
Alex Koponen Posted August 4, 2007 Author Share Posted August 4, 2007 Weather (mud) can reduce your action points, but why would it affect which square a unit can go into if all the squares have the same weather? Link to comment Share on other sites More sharing options...
Iron Ranger Posted August 4, 2007 Share Posted August 4, 2007 Each unit has a ZOC, if there are two ZOC on a square then it costs one extra action point to move into that square. If there are 3 or more ZOC.. no change, IE only costs one extra point ABOVE the cost for terrian AND weather. So say a MT hex with mud and ZOC = 2+1+1 = 4 action points to move into that area. Link to comment Share on other sites More sharing options...
Terif Posted August 5, 2007 Share Posted August 5, 2007 In movement there is no randomness involved - weather influences the action points (AP) of a unit (mud= halve the APs, rounded up), but does not increase the action points you need to enter a certain tile (so in Iron Rangers example you need 2+1=3 AP to enter the mountain, only that in mud the APs of the unit have been reduced and you see in your screen how many APs it has): - mountains, swamps and combined land/sea tiles cost 2 APs to enter, everything else is 1 AP. - to cross a river that is in enemy hands (= enemy colour) you need 1 extra AP (to be exact: to enter an enemy tile with a river where the river is between the tile you want to enter and the tile from which you are coming from - you see it when you right click on the river and have a look at the river properties on which side the river is if you are not sure from the graphics). Exception: when the river is frozen (winter), then there is no penalty and you only need 1 AP instead of 2. - when 2 or more enemy units are standing next to a tile, then you need 1 extra AP to enter it (ZOC penalty). - last but not least: if you can´t see an enemy unit and you will run into a surprise contact when you enter a tile, then there will be no ZOC penalty no matter how many enemy units are standing around it. [ August 05, 2007, 01:35 AM: Message edited by: Terif ] Link to comment Share on other sites More sharing options...
Alex Koponen Posted August 5, 2007 Author Share Posted August 5, 2007 Thank you. Link to comment Share on other sites More sharing options...
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