Sometimes Haste ability is not taken into account when movement cost is checked.
(Classic turns) Sometimes when stack with some units Haste'd is moved to the end of it "possible" (yellow) route, only then it suddenly appears that it can move further - few next darkened path "pea" becomes yellow. Seems to be underestimation when movement cost is calculated initially.
Not a big problem, but perhaps it can affect AI, preventing it from use full mov points ? If it handicaps AI, it's much worse.
(AoWSMEd) When trying to place unit with low Mov on hex with too high Mov cost for this unit. Haste is not taken into account (in fact unit can move there in game!). Not a big problem as such, but demonstrates where glitch is. And, besides, it adds troubles to making "turret-like" units in Mod.
And even I make no pretence Of having more than common sence - R.W.Wood
The secret half a country keeps, the whisper in the lane... - R.Kipling
[UPatch 1.4 Team] * STLpack
Not a big problem, but perhaps it can affect AI, preventing it from use full mov points ? If it handicaps AI, it's much worse.
And even I make no pretence Of having more than common sence - R.W.Wood
The secret half a country keeps, the whisper in the lane... - R.Kipling
[UPatch 1.4 Team] * STLpack