<URL: http://bugs.freeciv.org/Ticket/Display.html?id=40019 >

Hello:

REF: http://forum.freeciv.org/viewtopic.php?t=4113.

Please consider making the road movement multiplier to be a 
ruleset-adjustable value, rather than hardcoded. This multiplier should 
probably affect river movement as well.

I know that in Civ2, it could be changed in the rules.txt file. That was 
very convenient - it allowed finer tuning of unit movement rates for 
modpacks. For example, reducing the road movement multiplier to 2x or 
even 1x, and increasing terrain movement costs accordingly, you could 
have very slow units with only one move point, while still retaining the 
advantages of reduced movement for paved tiles (all movement between two 
tiles, both having roads, is reduced to 1/2 or 1, regardless of the 
underlying terrain move cost) and units with multiple movement points. 
And "rugged" terrain would still slow down most units. Or, you could 
speed things up by increasing the road movement multiplier to, say, 4x.

Example: ruleset (effects.ruleset? game.ruleset? terrain.ruleset?) value 
of road movement multiplier (default 3) is changed to 1x for a modpack; 
terrain.ruleset is modified: flat terrain (grassland, plains, desert) 
move cost set to two, forest to 3-4, hills to 4, mountains/swamp/jungle 
to 5-6; units.ruleset is modified: slow units (slaves/workers, 
catapults) have one move point, standard units (most land units) have 
two move points, fast units have more (chariots and light/skirmishers 3, 
horsemen 4-5, etc.); across flat open terrain, then, any unit could move 
one tile, some two, others three (same as now); "rugged" terrain 
(forest, hills, etc.), however, would still slow down even fast-moving 
units (same as now) such that any land unit could only advance into only 
one mountain tile (same as now); on paved tiles however, some slow units 
would still only go one tile, most standard land units would now go two 
paved tiles, some fast units 3-4-5 or even more, as long as they stay on 
a road, and all regardless of the terrain type underlying the roads.

As the rules stand, some units might be able to attack more than once - 
if they're very lucky and don't suffer much damage, and haven't moved 
yet. Now, they would have a much better chance of having one or more 
move points left after the first maneuver or attack to actually get in 
an extra attack at full strength (and therefore a reasonable chance of 
success), rather than being crippled by damage after the first charge 
(as is often now the case) or faced with only fractional move points 
remaining with which to attack, withdraw, or fortify.

It is easy to see that the current movement scheme could be exactly 
duplicated by setting road multiplier to 1x, and simply increasing all 
unit move rates and terrain move costs by a factor of 3x; the only 
difference would then be that all units would automatically gain 
multiple-attack capability.  In any case, it would be up to the modpack 
author to ensure that some units are flagged as "one attack per turn 
only" as desired (most standard land units currently fit this class, but 
do not require a flag to specify them as such).

The game engine currently allows any unit with even a fractional 
movement point remaining, to move into another tile; it may be necessary 
to add a check to ensure that any unit, that can move at all, is allowed 
to move at least one tile per turn, regardless of the tile move cost.

This change would have no direct effect on sea or air unit movement.

Thanx and Regards,
VJSchiavoni

-- 
"I may detest what you say, but I will defend to the death your right to say 
it." EB Hall, "Friends of Voltaire", 1906 


Hello:

REF: http://forum.freeciv.org/viewtopic.php?t=4113.

Please consider making the road movement multiplier to be a ruleset-adjustable value, rather than hardcoded. This multiplier should probably affect river movement as well.

I know that in Civ2, it could be changed in the rules.txt file. That was very convenient - it allowed finer tuning of unit movement rates for modpacks. For example, reducing the road movement multiplier to 2x or even 1x, and increasing terrain movement costs accordingly, you could have very slow units with only one move point, while still retaining the advantages of reduced movement for paved tiles (all movement between two tiles, both having roads, is reduced to 1/2 or 1, regardless of the underlying terrain move cost) and units with multiple movement points. And "rugged" terrain would still slow down most units. Or, you could speed things up by increasing the road movement multiplier to, say, 4x.

Example: ruleset (effects.ruleset? game.ruleset? terrain.ruleset?) value of road movement multiplier (default 3) is changed to 1x for a modpack; terrain.ruleset is modified: flat terrain (grassland, plains, desert) move cost set to two, forest to 3-4, hills to 4, mountains/swamp/jungle to 5-6; units.ruleset is modified: slow units (slaves/workers, catapults) have one move point, standard units (most land units) have two move points, fast units have more (chariots and light/skirmishers 3, horsemen 4-5, etc.); across flat open terrain, then, any unit could move one tile, some two, others three (same as now); "rugged" terrain (forest, hills, etc.), however, would still slow down even fast-moving units (same as now) such that any land unit could only advance into only one mountain tile (same as now); on paved tiles however, some slow units would still only go one tile, most standard land units would now go two paved tiles, some fast units 3-4-5 or even more, as long as they stay on a road, and all regardless of the terrain type underlying the roads.

As the rules stand, some units might be able to attack more than once - if they're very lucky and don't suffer much damage, and haven't moved yet. Now, they would have a much better chance of having one or more move points left after the first maneuver or attack to actually get in an extra attack at full strength (and therefore a reasonable chance of success), rather than being crippled by damage after the first charge (as is often now the case) or faced with only fractional move points remaining with which to attack, withdraw, or fortify.

It is easy to see that the current movement scheme could be exactly duplicated by setting road multiplier to 1x, and simply increasing all unit move rates and terrain move costs by a factor of 3x; the only difference would then be that all units would automatically gain multiple-attack capability.  In any case, it would be up to the modpack author to ensure that some units are flagged as "one attack per turn only" as desired (most standard land units currently fit this class, but do not require a flag to specify them as such).

The game engine currently allows any unit with even a fractional movement point remaining, to move into another tile; it may be necessary to add a check to ensure that any unit, that can move at all, is allowed to move at least one tile per turn, regardless of the tile move cost.

This change would have no direct effect on sea or air unit movement.

Thanx and Regards,
VJSchiavoni
-- 
"I may detest what you say, but I will defend to the death your right to say it." EB Hall, "Friends of Voltaire", 1906 
_______________________________________________
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev

Reply via email to