
I entered a village with intel (fire) and I spotted an enemy unit adjacent to it. The fire was still lit and I think I didn't get any intel or change in H&M in that turn. Next turn the fire was off.
It sounds like the second NVA unit that attacked you actually spawned that turn. Enemies can spawn and move on the same turn, and they do so just after you take your turn. It all sounds like everything working correctly!rf900 wrote:There was only 1 nva unit at the start of the turn, it attacked my infantry getting wounded, they moved to the left and attacked again loosing this time. Next turn there was again only 1 nva unit but it was in other place visible to me so it must have spawned that turn.
This can happen on Veteran and Elite. All working as intended!Soar wrote:New minefields keep appearing within my units' line of sight and ambush range, without the enemies planting them being detected or attacked. Is that working as intended? I am playing on Elite AI.
This can be a bit misleading, but it's working as intended. If you have starting units set to random, your final PP is a function of the value of the random units you got at the start, such that the sum of the value of the units you got at the start and the PP you have at the beginning of the game is fixed.rf900 wrote:- The political points received are not exactly the ones selected, happens with the 5000 option and other cases, but may be related to other options.
A bit embarrassing that we missed this one. This is a bug.rf900 wrote:- The starting H&M points only works if the random option is selected. If not it always changes to 50 when the game starts.
Random H&M means each individual village starts with some variation around the value you choose (45/50/55), but they will always guarantee that their average remains equal to your chosen value. The net effect of the random H&M means that some individual villages start off more hostile than others, and may be more or less likely to provide you with intelligence or draw the attention of the NVA from the start. It makes village interaction generally less predictable.rf900 wrote:- For the random H&M values I don't understand it quite well, each village will have a random value but at the same start the game starts with a global value of 45/50/55 which may not be the average of the village values?
I am still not fully convinced, if as you say it was another unit that spawned that turn, then next turn total NVA units should be 2. The one that first attacked me wounding my infantry and the new one that was spotted more than 10 hexes away. This happened on the left edge of the map, maybe on reaching the side as the units cannot move further they are able to take another action as they have not spent their movement points or on reaching the side they somehow reset a variable that lets them take another action... Will keep an eye to see if I find something similar.There was only 1 nva unit at the start of the turn, it attacked my infantry getting wounded, they moved to the left and attacked again loosing this time. Next turn there was again only 1 nva unit but it was in other place visible to me so it must have spawned that turn.
It sounds like the second NVA unit that attacked you actually spawned that turn. Enemies can spawn and move on the same turn, and they do so just after you take your turn. It all sounds like everything working correctly!
Difficult for us to recreate, would really appreciate any similar finding with as much detail as possible.ERISS wrote:Will keep an eye to see if I find something similar.