The Great Apple
Big Cheese
Does anybody understand how this file works? Care to explain?
I'd worked out that muchIVZanIV said:As far as I can see, it defines the two types of routes buildable in the game, road and railroad.
Right... given the 60 think I think I've managed to work out what <iValue> does. I'd guess that if iValue == 1 <iMovement> is used, while if iValue == 2 <iFlatMovement> is moved.snako said:I don't understand much of it, but each move is 60 points.
<RouteInfo>
<Type>ROUTE_ROAD</Type>
<Description>TXT_KEY_ROUTE_ROAD</Description>
<iValue>1</iValue>
<iMovement>30</iMovement>
<iFlatMovement>30</iFlatMovement>
<BonusType>NONE</BonusType>
<Yields>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>1</iYield>
</Yields>
<TechMovementChanges>
<TechMovementChange>
<PrereqTech>TECH_ENGINEERING</PrereqTech>
<iMovementChange>-10</iMovementChange>
</TechMovementChange>
</TechMovementChanges>
<Button>Art/Interface/Buttons/Builds/BuildRoad.dds</Button>
</RouteInfo>
Unfortunetly the logic you've used here doesn't work. Railroads give 10 movement no matter what the unit's movement - hence a "FlatMovement" of 6, as 6*10 = 60. This is my logic for thinking that iValue determines if it the movement is flat or not, unless there is some inbuilt logic to determine which would be more benificial.surt said:iFlatMovement: same as movement but applied only to movement over flatlands (not hills)
The Great Apple said:On a similar note, anybody know what value CvRouteInfo.getValue() returns?
Me too! Though it might be the real value of the movement cost (be it flat or normal)... I'm going to have to test itsnarko said:Given that there are functions for returning everything else I assume <iValue>.
The Great Apple said:Unfortunetly the logic you've used here doesn't work. Railroads give 10 movement no matter what the unit's movement - hence a "FlatMovement" of 6, as 6*10 = 60. This is my logic for thinking that iValue determines if it the movement is flat or not, unless there is some inbuilt logic to determine which would be more benificial.
On a similar note, anybody know what value CvRouteInfo.getValue() returns?
You sure this isn't a setting for how much it costs to move over for units that have bFlatMovementCost set to 1?The Great Apple said:Unfortunetly the logic you've used here doesn't work. Railroads give 10 movement no matter what the unit's movement - hence a "FlatMovement" of 6, as 6*10 = 60. This is my logic for thinking that iValue determines if it the movement is flat or not, unless there is some inbuilt logic to determine which would be more benificial.
roidesfoux said:One thing I think I've seen (although I haven't tested it thouroughly) is that units only move 10 spaces on railroad, whether they have 1 movement point or two.
Lord Olleus said:What kind of retared programmer decided that you could change the movement along roads but not along railroads? This makes absolutely no sence to me
This thread is well over 3 years old.
was he the guy that did the great ai experiment?My god, I remember The Great Apple. Where ever did he go off to?
And still answered my question even four years later. You, sir, are a douche.This thread is well over 3 years old.
Originally Posted by mechaerik
This thread is well over 3 years old.
and still useful! thanks all for the explanations... trying to use them to mod roads down to normal movement (but allow connections to resources) and using rail for "roads" in a medieval mod I am trying to work on...