ARS - Improved Movement

ARS - Improved Movement v1.4

Arstahd

Chieftain
Joined
Apr 20, 2006
Messages
85
Arstahd submitted a new resource:

ARS - Improved Movement - Overhauls the unit movement system. Allows multiple units per tile. Increases base movement.

Overhauls the unit movement system to allow for more fluid gameplay.


Multiple combat units allowed per tile.

-- Added new unit formation classes which enable limited unit stacking.
-- Land melee units may stack with ranged/recon and cavalry units.
-- Naval melee units may stack with naval ranged and naval carrier units.
-- The AI can utilize unit stacking without issue.
-- Units no longer swap positions during movement.


Increased base unit movement.

-- +1 movement to Land units.
--...

Read more about this resource...
 
So you did it :) Thank you!

I believe that loosening the movement restrictions allows AI to use settlers and builders in a better way, although as i understand builders and settlers still cannot share the tile, so sometimes they get stuck in narrow places. Allowing units to have more available room to move gives the AI an opportunity not to get stuck. It can often be problematic even for players to move units, so i am not surprised when this breaks the game for AI.

Probably the most annoying part of these movement restrictions is that when there are open borders and the tile you wish to improve is blocked by another unit.

Allowing units to share tiles, gives much wider range for different approaches for combat behaviour as well. Atleast i hope so.
 
Last edited:
I believe that loosening the movement restrictions allows AI to use settlers and builders in a better way, ....

This mod has minimal impact on AI Settlers/Builders since they already had their own unit layer. They do benefit from the increased movement which helps loosen things up all around.

The added unit layers for combat units really shine by reducing bottlenecks in tight terrain. These were bad enough for humans let alone the AI. This also encourages a combined arms approach. Since units of the same type don't stack, having a mix of units provides a lot more flexibility than spamming a single type.
 
There was a situation in my previous game where AI had bunch of military units and a settler near an unoccupied coastline next to my borders. All i had to do to deny him the location was simply keeping a crossbowman right among his units along the coast - he was stuck there for a while, and right when i removed my crossbowman he built a city over there. Problem was that he could have easily built anyway because he controlled most of the surrounding tiles with his army, but did not.

This mod also helps when they have an escort for the settler. Seems like they block themselves quite often, because of that.
 
I don't know why but it seems this mod disabled the "automate exploration" function for the unit. When I selected a scout, the "automate exploration" button disappeared, also hotkey "E" was not working. If I disabled this mod, the function was back.
 
I don't know why but it seems this mod disabled the "automate exploration" function for the unit. When I selected a scout, the "automate exploration" button disappeared, also hotkey "E" was not working. If I disabled this mod, the function was back.

Thank you for the report. I never used automate exploration so I didn't notice it go missing. It seems the new formation class types don't mix with auto explore. I'll see if I can find a fix.

In the mean time, if auto explore is important to you on Recon class units, you can make a simple edit so that they remain classified as Land Combat type, like Melee and Anti-Cav units.

In "Improved Movement Data.sql" remark out Line 27 with two hyphens ( -- )
 
Back
Top Bottom