 |
|  |
 |
|
Gilgamensch
|
|
France
Jun 2002 time: 06:34
|
|
quote: Originally posted by Flinx
I was thinking of any movement command either by keyboard or mouse.
Give a unit with a positive movement score a movement command; It moves one tile and the movement penalty of that tile is subtracted from the unit's movement score; If the unit still has a >0 movement score, it is available to move again that turn; If the unit has a 0 or negative movement score it cannot be moved that turn; each unit 'remembers' it's movement score and at the beginning of the next turn the movement points of the unit are added to that score up to a maximum positive score equal to the movement points of that unit; if the unit has a positive movement score, it can move that turn, if the movement score is still negative, it cannot move.
|
Sounds quite OK,
BUT: (sorry if I sound to negative )
This would give the person with Horse-riding a HUGE advantage in the beginning of the game.
And it is not all the way 'logical'. Like why does a warrior need 3 turns to move through mountains? Main reason why fast units need longer, they have to take care of their horses and similar (like building bridges). But it is far easier to move foot-based units through the mountains than others. Similar for hills/forest/whatever.
So me thinks that units with 1MP shall be exluded from the calculation like this, or only be punished by halve. To illustrate a bit further:
Yes, for sure you can't run through forest, but you are not running all the way over plains either 
A forest is easier to pass by foot-units as anything else. A human is compared to mounted units far more flexible, they can bypass most obstacles without need of cutting down trees or similar.
|
|
|  |
 |
|
child of Thor
|
|
And just a quick one on the horse/foot soldier going through trees.
It has been a classic infantry tactic, used globaly, that when fighting units on horse, you used the advantage of forrest or wood for cover and because it restricted the mounted unit from fighting effectively[EDIT: So i'm kinda thinking that a horse unit should also have an disadvantage when going through woodland without a road, as for mountains].
Im going to have to digest the other posts for a bit before comment, but one question - how does CTP2 calculate its movement points at present, i thought it kinda did as Flinx is suggesting - take away from the unit total depending onthe terain travelled over?
Last edited by child of Thor on 26-03-2004 at 16:29
|
|
|  |
 |
|
Gilgamensch
|
|
France
Jun 2002 time: 06:34
|
|
Actually no,
it just uses max.MP - Mp usage for to be entered terrain.
For MP=1 units, it doesn't care at all.
If MP>1, then you need to have at least MP=max or MP=usage for terrain to enter.
|
|
|  |
 |
|  |
 |
|  |
 |
|
Gilgamensch
|
|
France
Jun 2002 time: 06:34
|
|
[QUOTE] Originally posted by J Bytheway
Not entirely... I think it actually handles all units in the way you say second - 1MP units don't get special treatment. If you move one sqare allong a maglev and then try to move onto grassland you won't be able to.
[quote]
Sorry I was talking about for a unit with full MPs. And yes you are right, once the 1MP unit moved he can't enter anything enymore (which hasn't a road or similar)
|
|
|  |
 |
|
Immortal Wombat
|
 |
in perpetuity
Dec 2000 time: 05:34
|
|
quote: Originally posted by J Bytheway
Firstly, that it takes as few movement points to move "the long way" diagonally across the corner as it does to move across an edge. It should take about 1.4 times as many. MoM implemented this (with a cost of 1.5) and I liked it there.
|
I disagree. The basic unit of distance on a CtP2 map is the 'tile'. The actual physical distance onscreen or viewing the map is irrelevant to every other gameplay issue. Cities are one tile, resources are one tile, terrain clumps are by tile. To make the horizontal movement arbitarily longer than the diagonal would only serve to penalise horizontal movement, and wouldn't improve gameplay whatsoever IMO. All it would do would be to make the map a slightly more realistic representation of a world - which to me comes way down the list of priorities.
quote:
Secondly, It's annoying that movement costs are based soley on the properties of the square being moved into - which means that moving in one direction can be much more expensive than moving along the same path in reverse. It seems to me that it would be better to average the costs of the squares on which th move begins and ends, so for example moving from grassland to mountains or mountains to grassland would cost 2, rather than 3 and 1 respectively (IIRC). |
I agree with Flinx:
quote:
It seems logical to me that you can charge down out of the mountains onto plains faster than you can climb up into the mountain from the plains. Instead of thinking of movement as moving from the centre of one tile to the centre of the next, think of it as leaving the very edge of the tile you are on, and traveling across the entire tile you enter.
|
And I have no problem either with the current system where units with >1 movement are reduced to the same level as 1-movement units in difficult terrain (forests, swamps, jungles). As has been said, mounted units lose manouverability, and would possibly even be slower than foot-units over a swamp.
On elevated terrain, I think it depends whether we keep the current terrain model, or do what Harlan has always suggested as an ideal and implement topology and vegetation separately:
ie. Have slopes (hillside, mountainside) independant from terrain (forest, grassland). So effectively you can have mountain-plains (plateaus) which would be the same as floodplains in terms of movement cost, with only the move up and down the hill making a difference to the movement cost. And then of course the vegetation on the slope (forest/grassland/swamp(?) ) would alter that again.
|
|
|  |
 |
|
Mihai
|
|
Bucharest, Romania
Jan 2000 time: 07:34
|
|
Personally I would like more the hexagonal tiles, but that would cause a lot of problems in other areas (just to say that a city will be surrounded by only 6 tiles instead of 8).
I am in favor of different movement cost for diagonal, as it really matters. When I go for exploring, I always go in zig-zag, because the speed in that direction is the same, but I reveal more unexplored land.
I see that nobody was upset with the movement cost on roads/railways/maglev. As it is now, moving on a road on grassland cost the same as moving on road on mountain. Where are the snaky roads? I think that more realistic it would be that road movements to be "tile movement cost/3" and not just 1/3. The same for hills. All the other "flat" tiles could have the 1/3.
|
|
|  |
 |
|
Zaphod Beeblebrox
|
|
aachen, germany
Aug 1999 time: 05:34
|
|
the biggest lack in realism regarding movement is a totally different one:
why can a tank using a railroad or maglev travel faster than a pedestrian? they both use the same coach and should hence travel with the same speed... that of a 1840s steamtrain or that of a 22nd century vacuum tube maglev... but the same speed for both regardless of their own movement speed.
-----
damn.. has been a long time i visited apolyton
|
|
|  |
 |
|
Maquiladora
|
|
WB Zaphod.
I agree with that, its been mentioned in the civ4 ideas section too. Its the kind of thing CtP2 does best, something we know wont happen in civ4.
|
|
|  |
 |
|
Maquiladora
|
|
I meant CtP2 changes elements of the game for the better, whereas civ generally sticks to the same old rules, even if there are better. LIke we should be open to improvements.
|
|
|  |
 |
|
wheathin
|
|
@Movement on rails:
units currently have Sizes - so make rail/maglev movement dependent on size. Small units move farther/faster - sort of an inverse relationship. You can rush your infantry to the front faster than your tanks.
@Movement over terrain (3 MP units no faster than 1Mp through mountains, etc...):
Eliminate the 1MP unit: slowest units have 2 or 3 MP, so there's always an incentive to take the open terrain. Everything else is doubled. Faster units have 5 or 6 MP, so they actually move through rough terrain much faster. If we want mountains to be difficult for mounted or wheeled units, there's flags for that.
Suggested values:
Foot units: 2MP
Heavy mounted units: 4MP
Modern foot units (men with jeeps and trucks): 4MP
Light mounted units: 5MP
Mechanized units: 8MP
Forests, Tundra, and hills take 3MP.
Jungle takes 5MP.
Mountains, Swamps, take 6MP.
Glaciers take 8MP.
I'd suggest greatly increasing the "cell size" for ruins seeding though... Vision ranges, map sizes, city sizes, min-start distances, distance-unhappiness coefs, too.
I've got an idea for a "BIG" Mod - increase speeds and distances, but lower the resource values of terrain so that cities with 2 or 3 square radii aren't much more productive than current cities with 1 sq radii. The change in scale might add a lot to the game.
Last edited by wheathin on 30-04-2005 at 05:27
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:34. Apolyton Time is 00:34. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|