An example of where this guideline/rule would have applied.
Ideally i think the AI path-finding would work best if the fastest path between every tile in the region to every other tile in that region was wholly inside the region.
Didn't take screenie at the time so drew some lines on the current map to show the situation when this glitch occurred.
The black lines were the borders of damascus/baghdad.
The red lines are where the road went with those borders.
"R" is a brigand stack that spawned.
"A" is the position of an egypt stack heading to Baghdad when the rebels spawned.
When the game creates roads it takes the shortest route to the border of the adjacent region *but* when there are two roads close together it merges them along part of the route. In the situation above the road to jedda was pulled close to the damascus/baghdad border line because of this.
The egypt stack moving to baghdad switched to attack the rebels but because of the road it's fastest route took it over into damascus. This hit the region A to adjacent region B via a mutually adjacent region C problem and the stack stalled. It would have stayed there until it either revolted or some other army killed the rebels. (You can find out what is causing a stack to stall by using move_character and moving it around till it moves on its next turn.)
If all regions conform to the rule above then this problem will never happen. In vanilla mtw2 (or rtw) if you watch the AI after x turns with fow off you'll be able to spot dozens of AI stacks stuck like this.
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