August 19, 2000, 01:23
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#1
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Prince
Local Time: 01:02
Local Date: October 31, 2010
Join Date: Sep 1999
Location: New Jersey, USA, Earth, Sol, Milky Way
Posts: 705
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An interesting discovery
You can get some strange, but predictable, results by using very high movement points. This is due to the way computers do math and how it handles numbers larger than the field was designed to hold.
If you set the movement rate of a unit to 171 in the RULES.TXT the result is that the unit has a movement allowance of 1/3 point. Every point of movement you add gives the unit and addition one movement allowance. Therefore, a movement rate of 172 creates a unit that can move 1 1/3.
A movement rate of 342 creates a unit that can move 2/3. It follows that a movement rate of 343 creates a unit that can move 1 2/3.
These numbers assume that the road movement multiple in the @COSMIC is set to three.
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August 19, 2000, 10:36
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#2
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Prince
Local Time: 07:02
Local Date: October 31, 2010
Join Date: Jul 1999
Location: of London
Posts: 375
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If a unit has a movement of 1/3, does it still obey the game rule of being able to move at least one square per turn?
If not, then this could be a way of tying units to railroads...
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August 19, 2000, 10:42
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#3
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Prince
Local Time: 07:02
Local Date: October 31, 2010
Join Date: Jul 1999
Location: of London
Posts: 375
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Damn answered my own question they can still move a minimum of 1 square.
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August 19, 2000, 14:46
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#4
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Prince
Local Time: 01:02
Local Date: October 31, 2010
Join Date: Sep 1999
Location: New Jersey, USA, Earth, Sol, Milky Way
Posts: 705
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Kull, my research into the "pikeman's defence" bonus has led me to conclude that it applies when both of the following conditions are true.[*] The attacking unit has a movement of 2[*] The attacking unit has only 1 HP
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August 19, 2000, 14:53
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#5
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Prince
Local Time: 01:02
Local Date: October 31, 2010
Join Date: Sep 1999
Location: New Jersey, USA, Earth, Sol, Milky Way
Posts: 705
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The frational movement allowances could used to create even more interesting effects when combined with the Alpine attribute.
Partisan units that represent localized milita with a movement of only two squares.
All terrain vehicals with a move of 4 or 5.
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August 20, 2000, 00:17
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#6
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King
Local Time: 23:02
Local Date: October 30, 2010
Join Date: Mar 1999
Location: El Paso, TX USA
Posts: 1,751
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When I first saw this, my thought was "Cool, but I can't imagine how to use it." Well, now I can.
The Roman Legion - I was always impressed by the stories of how these guys would spend all day marching and then still have enough energy to build a fortified camp for the night. Now this "feature" can be added to the capabilities of the Civ unit. Give the Legion a movement of 1 and 1/3, so they are able to fortify after every crosscountry move across M1 terrain (grassland, plains, etc.) Alternatively, that extra 1/3 allows the unit to attempt a "forced march" into an adjacent square.
The big question: When a unit with M1 1/3 attacks a unit which has defense "doubled against horse" (M2 or more), does the computer assess the attacker as M1 or M2? If it's only M1, then William really has a winner here.
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March 19, 2002, 16:02
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#7
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Emperor
Local Time: 02:02
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Baltimore, MD
Posts: 4,325
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bonk
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