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Bolt
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Hate this legacy, well unlimited maybe should be default but an option in the editor is must.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:23
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quote: Originally posted by Simpleton
Yah, I don't see why the AI should have trouble with it but I guess I was just speculating out lout as to why they didn't include the ability to modify it. There must have been some reason, no? I mean, it seems like a no-brainer to allow it. |
As far as I know, it's not that AI would not be able to handle finite RR movement. The problem is that in later stages of the game, there are lots and lots of units... and thus, mucho pathfinding. Large contiguous RR-ed areas may be considered basically one large super-tile, which SPEEDS UP the searching routine SIGNIFICANTLY. 0-cost RR-movement allows for a great optimization (->speed-up) of the pathfinding code. However, once you optimize the code based upon the assumption that RRs introduce 0-cost movement, you have to stick with the infinite movement... the optimized algorithms are no longer capable of handling finite RR-movement, you would have to go back to the unoptimized algorithms, which are MUCH (I mean, MUCH) slower.
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ducki
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Since a turn represents a year or longer, why is it so unrealistic to imagine that an army could get from, say, Toronto all the way to, say, Buenos Aires in the course of a year?
I realize that Trains are slow compared to Aircraft, but I could walk from Toronto to Buenos Aires in less than a year.
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Bolt
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I would really like add custom road, good to have 2 road types in a ancient/middleage mod. Like a 1/3 pebbled road and 1/9 stonelayed road.
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CerberusIV
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This is quite a difficult issue. I didn't really like the ctp approach where roads were 1/3 MP and railroads 1/5 MP. It seemed strange that tanks could go further than infantry on railroads when they take longer to load/unload from trains.
The solution I would like to see is that you have to load (entrain) and unload (detrain) units to take advantage of the unlimited movement. It seems crazy that it is quicker to rail from one side of a large continent to the other than it is to airlift! This way you could use a unit, load it onto a train and then move it anywhere you have track and that would be all. On a train it would have no attack and maybe half normal defence. On the next turn you could unload off the rail and move normally. That would slow down teleporting units around a continent. For short distances it would be better to move normally.
The problem is getting an AI to use this effectively. I can see a couple of human exploits in this (cos we're smart) but getting the AI to cope with different movement modes could be difficult. For that reason I suspect we are stuck with what we have.
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