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Re: Antietam road marching
Posted: Wed Feb 08, 2012 7:55 am
by Davinci
Beef Stu - Basically, when you or Mazikainen or anyone else find a road that doesn't seem to function correctly, just post it here, and I'll try to find out if there are any errors.
Once there is a compiled list, the list can be forwarded to NSD along with the coordinates for a fix.
I’ll also check out the section that you mentioned near the creek and see if I can get the coordinates to that one also.
Thanks,
..........................................
EDIT Post
Mazikainen - can you draw a red circle around the eye icon - I tried to zoom in but I still cant tell where the icon is located.
davinci
Re: Antietam road marching
Posted: Wed Feb 08, 2012 11:58 am
by Mazikainen
Crop! Zoom! Enhance!
I think the crossroads marked with the red arrow is the culprit. Just try it yourself by ordering the artillery in AN08 to deploy near the cornfield etc. It reproduced when I tried it again.
Re: Antietam road marching
Posted: Wed Feb 08, 2012 12:43 pm
by NY Cavalry
Look at image screen 0152 and you will find a road glitch at that location.
Re: Antietam road marching
Posted: Thu Feb 09, 2012 8:31 am
by Davinci
Mazikainen - looking at the picture below, are you trying to use one of the roads that deadend, there are two of them in the vicinity.
Other than this, I can't seem to find any errors near the point of your arrow, in your above picture.
The attachment Picture1.jpg is no longer available
davinci
Re: Antietam road marching
Posted: Thu Feb 09, 2012 1:55 pm
by Mazikainen
Nope, not a dead end. At least it shouldn't be. I did some more digging and I think I narrowed the place down. If you try and deploy your artillery in front of the woods looking towards Dunker Church (from the union perspective) The road works just fine up to a point.
Up until here all is well:
But if you order the battery deply just a little bit more to the front:
..And it takes a very, very long detour almost to Sharpsburg and back. I'm not sure if this is a broken road or a glitch in the routing algorithm, you be the judge.
And here's another one I found from AN03, it's right in front of the left side of the sunken road/bloody lane portion.
I noticed this one in a scenario where you attack the lane as union as well as this one. Looks like the maps could do with a day of marching to and fro on the roads.
It would be handy to get a function where you could get the map coordinates under the cursor to display for easier pinpointing or something.
Happy hunting!
-Mazikainen
Re: Antietam road marching
Posted: Fri Feb 10, 2012 4:49 am
by Hancock the Superb
Currently sweeping out all the roads. So far have only found 1:
The commander is on top of it.
The attachment screen0001_2012-02-09.jpg is no longer available
Road leading from the N. Woods to the E. Woods.
The attachment screen0002_2012-02-09.jpg is no longer available
Will continue process.
Re: Antietam road marching
Posted: Fri Feb 10, 2012 9:45 am
by Davinci
All - OK, all of the post seems to be concentrated in the same general area, so I'll go back over these areas this weekend.
I'll try to post an amended bmp file for testing!
davinci
Re: Antietam road marching
Posted: Fri Jun 01, 2012 1:46 pm
by garyknowz
Yep. I noticed it too, the hard way. Sent French in to support Uncle John's attack, and they seemed to just disappear. Next thing I knew they were attempting to march into Sharpsburg well north of their ordered destination and engaging D.R.Jones division. Figured out later it was the aforementioned road issue.
Re: Antietam road marching
Posted: Fri Jun 01, 2012 5:58 pm
by Marching Thru Georgia
The latest Courier & Maps mod, (1.4025), have all the road errors fixed.