<URL: http://bugs.freeciv.org/Ticket/Display.html?id=40019 >
Giving to you Marko - seems to be in the scope of your expertise. ;) ~Daniel > [EMAIL PROTECTED] - Tue Jan 15 11:03:44 2008]: > > 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 > > _______________________________________________ Freeciv-dev mailing list [email protected] https://mail.gna.org/listinfo/freeciv-dev
