Movement overhaul IMPLEMENTED
Posted: Fri Nov 29, 2019 5:52 pm
Right now I'm working on implementing frozen water tileset.
It's water with ice floes on the surface visually. In flavor it's supposed to represent prartially/periodically frozen water, so on average both lighter units and ships can meet ve through it.
It will have infantry moving with 50-67% effectiveness, and mounted with not more than 25%.
Ships would have similar movement penalty as infantry.
No wagon or siege machines. Elephants wouldn't be able to move too.
Original topic: Request for frozen river
While I have to change movement definition for pretty much all units, why not implement other movement bonuses/penalties.
For now:
1.Cavalry movement in forests 75-87% (-1), apart from elephants - I don't see how forests could stop them.
2.Movement on roads 116-150% (+1 most units, chariots gets +2 - it can be lowered later when they'll have bonus movement tech).
3.Ships movement in deep water (open sea) 134-167% (+2).
Ideas, comments?
It's water with ice floes on the surface visually. In flavor it's supposed to represent prartially/periodically frozen water, so on average both lighter units and ships can meet ve through it.
It will have infantry moving with 50-67% effectiveness, and mounted with not more than 25%.
Ships would have similar movement penalty as infantry.
No wagon or siege machines. Elephants wouldn't be able to move too.
Original topic: Request for frozen river
While I have to change movement definition for pretty much all units, why not implement other movement bonuses/penalties.
For now:
1.Cavalry movement in forests 75-87% (-1), apart from elephants - I don't see how forests could stop them.
2.Movement on roads 116-150% (+1 most units, chariots gets +2 - it can be lowered later when they'll have bonus movement tech).
3.Ships movement in deep water (open sea) 134-167% (+2).
Ideas, comments?