August 6, 2001, 09:02
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#1
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Emperor
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Remaining movement points
I've often wondered what determines the ability of a unit with less than one full movement point left to move onto a tile. You know how sometimes you're able to move, say a Caravan onto a plains or grassland tile with 2/3s or even 1/3 of a movement point left - and sometimes it stays put.
I don't believe I've seen any mention here of a possible pattern to this. Do you think there is one?
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August 6, 2001, 09:15
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#2
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King
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There has been some discussion about this. Of course, I don't remember in which thread.
IIRC, it came down to the simple division of remaining movement by terrain requirement. For example, 1/3 movement point has a simple 1/3 chance of moving onto a grassland tile, a 1/3 movement point has a 1/6 chance of moving onto a hill, etc.
remaining movement / terrain requirement
ex: onto a hill = (1/3)/2 = (1/3)*(1/2) = 1/6
Sometimes you make it, other times not.
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August 6, 2001, 13:49
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#3
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Moderator
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but the funny thing is that the AI always makes it!
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August 6, 2001, 16:23
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#4
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King
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Quote:
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There has been some discussion about this. Of course, I don't remember in which thread.
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This is that thread:
http://apolyton.net/forums/showthrea...threadid=22071
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August 7, 2001, 05:53
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#5
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Warlord
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It's kind of strange though that an engineer which has 1 2/3 moves left CAN NOT move onto a hill square but a settler which hasn't move but only has 1 move CAN. This is bordering on "not fair".
The adddendum to Marquis' comment is that the chance of moving onto a square only comes into play if a unit has utilized a portion of it's move, not matter how small.
Thus a mech. infantry or spy unit with 2.67 moves left will ALWAYS move onto the hill (133% chance) but not always onto the mountain (89% chance).
There is talk that a random factor is involved and also that if your unit is a vet the chances are better and if it is injured the chances are worse (but this is taken into account with the reduction in movement so I'm not sure that this is really a factor here).
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August 7, 2001, 08:53
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#6
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Prince
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My own experience, unscientifically measured, is that caravans seem to get the extra square much more frequently than other units i.e. after two road moves and then achieving an off-road move onto plains. Diplomats are worse than caravans, but better than the rest.
Any takers for this view?
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August 7, 2001, 09:43
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#7
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King
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Quote:
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Originally posted by Jay Bee
but the funny thing is that the AI always makes it!
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As do those barbarians that just materialized 5 squares from your recently settled village...
__________________
The first President of the first Apolyton Democracy Game (CivII, that is)
The gift of speech is given to many,
intelligence to few.
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August 7, 2001, 10:17
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#8
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Emperor
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well, it is funny how sometimes you can't reach a plains square with 2/3 movement but in the same turn can reach a mountain square with only 1/3 or even less (in scenarios or after editing the rules.txt)
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August 7, 2001, 11:22
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#9
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King
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Quote:
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Originally posted by Ecthelion
well, it is funny how sometimes you can't reach a plains square with 2/3 movement but in the same turn can reach a mountain square with only 1/3 or even less (in scenarios or after editing the rules.txt) )
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How can you force it?
Last edited by SlowThinker; August 7, 2001 at 16:24.
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August 7, 2001, 11:31
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#10
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Emperor
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you can't.
the rules.txt / scenario comment was related to the different road/river bonus... after changing it to 6, the smalles movement rate is 1/6 etc., and with a bit of luck a unit can walk on a mountain with 1/9 movement point
does anyone know the hghest possible bonus out of his head?
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