[Freeciv-Dev] (PR#40019) Feature Request: adjustable road movement multiplier

2008-06-29 Thread Daniel Markstedt

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
 
 


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[Freeciv-Dev] (PR#40019) Feature Request: adjustable road movement multiplier

2008-01-16 Thread William Allen Simpson

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

Good idea.  Although import of civ2 games is planned, it may not make it 
into 2.2, but should be in 2.3.


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[Freeciv-Dev] (PR#40019) Feature Request: adjustable road movement multiplier

2008-01-15 Thread [EMAIL PROTECTED]

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)