Elimination of Infinite RR Movement

Zabba149

Chieftain
Joined
Jul 21, 2002
Messages
48
Location
Dallas
Is there a way to make it to where the movement for railroads is something more realistic like 1/10 instead of the ridiculous infinite movement that is a huge advantage for the human player. Is it even possible to edit the railroads movement cost?

If this isn't possible, can you create an upgrade to roads (say, highways) that would allow more realistic movement?
 
Let's: you can't edit the RR behaviour, they always cost 0 movement.

You can edit the roads behaviour, so they will cost 1/10, 1/9, 1/11, whatever you want, but can't design a road improvement other than RR.

In modern scens when RR are not desired, usually the roads are renamed to railroads and their movement edited to be 1/6 or something like that.

I hope it will be usefull for you.
 
You can alter the road multiplier and then not allow the civilizations to research the railroad technology by making it unresearchable in the tech tree and not giving it to any civilizations.
 
I've overlooked the effect of the road bonus on the max mf value in the past. Although you can write mf's larger than the 'max' in @Units, the units won't move that far. IIRC, it has to do with the limitation MF x Bonus < 127.

Rd Bonus...Max MF
3..........42
4..........31
5..........25
6..........21
7..........18
8..........15
9..........14
10.........12
 
The infinite movement on RR squares is a huge advantage for the human player, I agree.

But, tell me, what can be more irritating than having the auto-moving engineers/settlers going round and round in the same place, walking in circles, not ever stopping, over the railroads! Or when the offensive troops lose a path to the enemy fields because they insist on going by the railroads (I mean if you use the GOTO command).

Railroads make the AI very dumb sometimes.

Build a railroad leading nowhere, and the computer units will follow it until they reach hell, only because it's important to follow railroads.
 
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