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More movement on sea

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9 years ago
Oct 29, 2015, 11:45:30 AM
Hi again,

I would like to make a tech that give more movement, but only on sea.

Is it possible ?
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9 years ago
Oct 29, 2015, 1:52:51 PM
I think it might be possible. PathfindingRules[TerrainType].xml includes entries like this:



[CODE]





[/CODE]



Since the era 2 technology adds the MovementCapacity="Water" to all your units, it should be possible to define a "MovementCapacity="WaterFast" that has only 0.5 cost on water tiles.
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9 years ago
Oct 29, 2015, 3:24:35 PM
Yes, I can define a bunch of new attributes for oceans tiles with "WaterFast".

Other problem can be if a unit with both movement. What will it do. Maybe the game will force to pay both, so 1+0,5. Or it choose one, but what one.

I found a property OverrideTerrainCost="true" in PathFindingRules.xml

Maybe be It can be used in waterfast tiles.



It can be best if I can find a way that "waterfast" make an operation on the cost of movementcapacity water. making the cost *0,5.

It's difficult, i'm too noob to find the way to do that.

something like :

[CODE] [/CODE]

ClassEmpire/ClassUnit probably wrong in this example and WaterMovementCost wrong too.

This SimulationModifierDescriptor could be the effect of the tech.
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9 years ago
Oct 29, 2015, 8:20:00 PM
I haven't looked into the details yet, but I believe the movement cost is stored on a tile basis. And since the tiles are not stored as a subclass of your empire, I am not sure that a global modifier like that works.

However, using the override command should work just fine. It works for roads and highways, too.
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