You may need to check your texture.bin with pathmaker as well. Objects and roads are tricky, and key object may not beable to be capture, due to the placement, and the surrounding tiles. This is from the pathmaker manual:
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Paths
- Paths are used in Falcon 4 to draw roads and rivers on the Ground Radar display. There are 4 Path Types available: River, Road, Bridge and Railway. The <Theater>.thr’s Road along with Cover Type and Relief information are used to calculate the Cost to travel various routes from their current position to the Objective. When the units encounter a Bridge Path segment, a request to transmitted for the status of the bridge object over the river. The River Path delineates areas in the tile where the ground units cannot go without a means to cross the river. Although Railway type is checked in Falcon 4, I am not sure how ground units will use this type of path. From this discussion you can see how important it is to lay down good paths. Look at the original Korea tiles to get an idea of how the F4 developers defined paths. Be aware that not all of the F4 people did a good job. I have found many errors with the way paths and areas were defined.
Between the L2's road layout, and the paths, and the links.. Theres alot that could go wrong.. I'm having similar problems with nevada, when I get into the later days of the war. Seems ground unit will only go so far, then they stop, and sit forever. So, I'm about to redo all the paths, and hand check all the roads.. Removing bridges help to, since a bridge object can break a campaign, this also helps with multiplayer online..
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Areas
- Areas are used in Falcon 4 to determine the cost for ground units to follow a path through the Area type defined in a tile. There are 10 Area Types available: Water, Swamp, Plains, Brush, Thin Forest, Thick Forest, Rocky, Urban, Runway and Station. The defined Areas with Cover Type are used to calculate the Cost to travel various routes from their current position to the Objective. When there are high cost areas between the ground unit and its objective, the unit will try to take a lower cost route. Thus, high-cost areas in the tile might block the route through an area they should not travel, such as ocean, lakes, rocky areas or thick forest. The use of Runway and Station types is unknown. Station type sounds like a railway station area. Runway type may be for airbases, but it is not used in the original tile’s areas. From this discussion you can see how important it is to lay down good areas. Look at the original Korea tiles to get an idea of how the F4 developers defined paths. Be aware that not all of the F4 people did a good job. I have found many errors with the way paths and areas were defined.
This also can relate to the problem, and should be checked..