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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > Is Movement a Float?
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St Leo is offline St Leo
King of Scenario League
Member of the Apolyton Social Democratic Party
Jul 2005
time: 00:13
Wink  Old Post 16-12-2000 12:21 Visit St Leo<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Is Movement a Float? Enter the AD-FREE zone

Harquebusiers, no, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000

As you all know, unit movement ranges have a dot at the end. Now, my question is as to whether something along the lines of 0.1 constitutes a valid movement range. If it does, does the game always allow the unit to move into something with high movement cost as it does with 1 move units and does the game display it as 0.1 or 1/10?

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DarthVeda is offline DarthVeda
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Arrow  Old Post 17-12-2000 01:16 Visit DarthVeda's homepage!
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Yes, it's a float considering that the game has to make the units interact with things like roads.

Maybe changing it to .3 makes it so the unit can only use roads?

William Keenan is offline William Keenan
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Smile  Old Post 18-12-2000 08:33 Visit William Keenan's homepage!
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Increase Your PM Length

No, it's not a float. Its a byte, but it can be manipulated to create fractional movement points.

Some where in the forum I wrote a long discription of how civ uses the value and how it can be manipulated to create fractional movement values. It did not get much interest at the time. I'll see if I can locate the thread.

William Keenan is offline William Keenan
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Post  Old Post 18-12-2000 08:52 Visit William Keenan's homepage!
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OK I found it, An interesting discovery

When civ2 reads the rules.txt it takes the unit's movement value and multiplies it by the Road movement multiplier, then stores the result in a signed byte. The trick is to use an odd Road movement multiplier and a very high movement allowance in the rules.txt to make the byte overflow so that the resulting value no longer is evenly divisable by the Road movement multiplier. Thus, you can achive fractional movement allowances.

Kull is offline Kull

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El Paso, TX USA
Mar 1999
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Post  Old Post 18-12-2000 11:25 Visit Kull<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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I remembered that too, but couldn't find it. In a related vein, my web page is undergoing a HUGE refurbishment and will now include a "Design Tips" section featuring insights gleaned from the forums. Can I add your "Fractional Movement Allowance" discovery, William?

This is a bit of a thread-jack, but if anyone recalls making a discovery and publishing it here (and nowhere else), point me to it and I'll add it the web site. It would be a shame to lose stuff like this!

William Keenan is offline William Keenan
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Smile  Old Post 19-12-2000 07:38 Visit William Keenan's homepage!
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Full PM-box? Change here!

Any and all are free to use, quote, or document, this or any other discovery I have made.

If you have design guides we could add them to the Cradle of Civ, Kull.

St Leo is offline St Leo
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  Old Post 28-05-2003 06:02 Visit St Leo<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Could this be tip be better phrased? The referenced thread no longer exists.

Boco is offline Boco
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who was once King for a week.
Jan 2001
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  Old Post 28-05-2003 06:27 Visit Boco's homepage!
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Can't really help with the paraphrasing. WK's original quote was:
quote:
You can get some strange, but predictable, results by using very high movement points. This is due to the way computers do math and how it handles numbers larger than the field was designed to hold. - William Keenan, August 19, 2000


Leon Marrick did some clear explaining of it on CivFan.
http://forums.civfanatics.com/showt...&threadid=25936

This work was begging to be spreadsheeted, so I made a simple xls to calculate the values for entry into the Rules.txt for a desired mf. Just put in the road bonus. Also calculates the max mf allowed for a given road bonus.



The zipped xls can be found here

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