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Thread: Land unit movement exploit

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  1. #1

    Default Land unit movement exploit

    I have asked this question in other threads, but never received a solid answer. There is a movement bug where you can join one unit to another and get them both to move as far as the unit with the most movement points allows (as opposed to the least). I can make it work for ships, but not for armies. I have seen a video of it working for armies, but there is no explanation of how it's done. The video poster was using a mod and I am testing it in vanilla, but I don't think that makes a difference with this one. Would anyone care to shed some light on it?
    The doctor will siege you now.

  2. #2
    Vlad Dracul's Avatar Tiro
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    Default Re: Land unit movement exploit

    All I know about that matter is that I saw the AI doing it all the time (giving the impression that has unlimited movement), dunno how it works or why it's allowed in the game.
    Sorry I couldn't help more.


  3. #3
    Dude with the Food's Avatar Campidoctor
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    Default Re: Land unit movement exploit

    I've never seen that in vanilla or mods for either fleets or armies. They've always moved at the pace of the slowest.

    Edit - In fact, I've never even heard of that.
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  4. #4
    Vipman's Avatar Protector Domesticus
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    Default Re: Land unit movement exploit

    You need 2 separate armies on strat map, one with faster unit(s) (cavalry), one with slower ones. Select the second and join it with the faster one, then ctrl+a and move it.

  5. #5

    Default Re: Land unit movement exploit

    Quote Originally Posted by Vipman View Post
    You need 2 separate armies on strat map, one with faster unit(s) (cavalry), one with slower ones. Select the second and join it with the faster one, then ctrl+a and move it.
    Thanks for explaining that. +Rep to you.

    I was trying it with units that move at the same speed. I didn't realise one of the units had to be faster and one slower. This is a bit odd, because with ships you can use the exploit based on remaining movements points rather than starting ones. It caused me to puzzle over what I was missing when it comes to the land armies.
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  6. #6
    Vipman's Avatar Protector Domesticus
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    Default Re: Land unit movement exploit

    I think it should also work as you said, are you sure you didn't leave units with 0 movement points? All units in the army must be able to move at least 1 tile/square.

  7. #7

    Default Re: Land unit movement exploit

    Quote Originally Posted by Vipman View Post
    I think it should also work as you said, are you sure you didn't leave units with 0 movement points? All units in the army must be able to move at least 1 tile/square.
    I knew not to exhaust the movement points. I even tried it with units that had not moved yet on the current turn. If you want to give it a try and post your findings, that would be great.
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  8. #8
    tudor93's Avatar Primicerius
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    Default Re: Land unit movement exploit

    Totalwarlegend also explains this in one of his Blitz Campaign videos. Don't know for sure which part it is .
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