ComradeP wrote:If the game could be made to remember why AP was locked, the case you mention would not be a problem because the game would first note that the unit crossed a river, which locked its AP, and in the process also moved into ZOC, which is irrelevant in terms of AP as it's already locked. A unit having a chance to use extended movement after an overrun after moving into ZOC would be something else than a unit moving across a non-bridged river, which ZOC or not automatically uses up all MP's. It might just be too difficult to code such a memory into the system a fairly short while before release, though.
Users browsing this forum: No registered users and 0 guests