March 21, 2001, 05:38
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#1
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Emperor
Local Time: 07:12
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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Partial Movement
In my scenario I have a road modifier of: 2.
When I enter 172 in movement for a unit (this would suposedly give it 1 and 1/3 moves) it gets 44 moves in the game, have anyone tried to give partial movement to a unit when the road multiplier is 2?
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March 21, 2001, 12:56
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#2
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King
Local Time: 22:12
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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You can't do it with road modifier 2.
actual move=((r*move) mod 128)/r, where r is the road modifier, move is the move value in rules.txt.
Examples:
r=3, move=172, actual move=((3*172) mod 128)/3 = (516 mod 128)/3 = 4/3,
r=3, move=343, actual move=((3*343) mod 128)/3 = (1029 mod 128)/3= 5/3.
Since 128 is a motiplyer of 2, 4, 8, 16, 32, and 64, you cannot get partial move if your r is one of the above numbers. Unless, the game can read 1.5 from rules.txt.
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March 21, 2001, 15:42
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#3
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Prince
Local Time: 06:12
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Red Front
Posts: 556
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With a total movement of 1/3 (Move 43, RM=3), what happens to the units?
Can they only move on roads and rivers? A unit down to 1/3 move point will typically not be able to move from a road square to a non-road square... but on the other hand units seem always to be able to move a least one square.
Which Civ-rule takes precedence?
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March 21, 2001, 16:31
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#4
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Emperor
Local Time: 07:12
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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Usually when you have a unit whit 1/3 movement left (happens when you walk on raod or river as you said yourself) you can sometimes move to a new tile and sometimes not, I would guess the chance of moving to a new tile would be 1/3 of the times.
This probably applies to a unit that starts out whit this many moves to.
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March 21, 2001, 17:14
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#5
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King
Local Time: 22:12
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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One more thing. When playing Imperial Rome, a 5/3 move unit would have move 2 sometimes (which is greater than 5/3!), when it has lost some blood in battle. That's interesting.
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March 21, 2001, 20:34
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#6
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Prince
Local Time: 01:12
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Join Date: Sep 1999
Location: New Jersey, USA, Earth, Sol, Milky Way
Posts: 705
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quote:
Originally posted by Henrik on 03-21-2001 04:38 AM
In my scenario I have a road modifier of: 2.
When I enter 172 in movement for a unit (this would suposedly give it 1 and 1/3 moves) it gets 44 moves in the game, have anyone tried to give partial movement to a unit when the road multiplier is 2?
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It is not possible to get a third of a movement point when your road modifier is 2. If fact your can not get a partial movement factor with any number divisible by 2.
I hate to correct the mighty Xin Yu but, the formula should be mod 256 not 128. The reason being that numbers between 128 and 255 produce a negative hexidecimal value resulting in a unit with no movement allowance at all.
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March 22, 2001, 03:19
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#7
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Emperor
Local Time: 07:12
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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quote:
Originally posted by William Keenan on 03-21-2001 07:34 PM
It is not possible to get a third of a movement point when your road modifier is 2. If fact your can not get a partial movement factor with any number divisible by 2.
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I figured as much myself, but I had hoped that you guys would have found a way to do it...
Too bad, I really needed a unit whit 1 1/2 moves (sould have been called Rackoczy(a transylvanian duke who had his army drawn by oxes rather than horses making his troups very slow))
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