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)