Subject: Re: Pathfinding
Hey InsOp,
the diagonal field cost to move are not 2times it's 1.5 times. And afaik, if there is 0.5 speed leftover at turnend, the 0.5 speed is added to the next turn move (at least as long as it is a more-turn-move-job). Don't know if this 0.5 speedpoint is saved/loaded too but I guess not.
In general, the aircraft move behavior should be like the ground units one but iirc with disabled collision check because they can be stacked too. Would be interesting what happens if one square is blocked with a max. amount of aircraft…
Nevertheless there are some worst-case-scenario we are totally aware of, with which maxR will have trouble, but unfortunately we have a lack of manpower to fix this asap :| (so we have some issues to fix -> https://git.maxr.org/maxr/maxr/issues?utf8=✓&issue_search=path&state=opened&scope=all )
[15:23:19] nonsinn [..] heißt nun bug-hunter
[19:58:09] Eiko_ [..] heißt nun mother-of-bugs
[20:38:11] <bug-hunter> mother-of-bugs: ..argh..
[20:38:26] <@mother-of-bugs> want some new bugs?