I largely agree with your rational for wanting to make this change.  I
do think  that rather than having the base movement costs be 3 or
four, it might be better in the long run to develop a rational way to
have "floating point" movement costs.  While this has the disadvantage
of needing to actually change code instead of just WML, it has the
appeal of adding more flexibility.  The other disadvantage is slightly
cluttering the UI with decimal places.  Still, I like the idea of most
units movement costs being 1 on whatever their ideal terrain is.

One way to do this, for example, might be to still keep the
information stored in WML as an integer, but add a scale factor (which
could default to 1 for backwards compatibility).  The true movement
cost would be the movement value(MV) divided by the Scale Factor(F).
The true movement value would get truncated to 1 or two decimal
places.  In the user interface the true movement cost would be
displayed, not the base movement value.  A fixed scale factor could be
used instead of a WML generated one, or we could, for example, just
multiply all movement costs by 10 or 100 and not display any decimal
point, but as I said, stylisticaly, I prefer to have most units best
(or most common) terrain movement cost be close to 1, or should I say
1.0.  Or we could just byte the bullet and make movement costs and
movement points into floating points.

An example of cool things that could be done with fractional movement
points include having a pathfinder unit (sounds like a good dwarf
unit) that would decrease movement costs by 20%, or having a unit with
no ZOC, but would slow adjacent passing units by 25% (Get out of my
way you evil vine beast).


-- 
-------------------------------------------------------------------
 "In theory, theory and practice are the same,
 but in practice they're different."
-------------------------------------------------------------------
John W. C. McNabb
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