Modifier for Unit Movement Point based on Game Speed and Map Size

Genghis.Khan

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After playing both Tiny and Duel Games and Standart, Large and Huge ones, in Quick Speed, Standart, Epic and Marathon Game Speeds I consider the actual move system very unbalanced, and I would like to modify those values based on those two conditions.

I understand that this requires either heavy Lua, if possible, or C ++ Programming, something that I have an almost nil knowdlege nor experience, but I do actually think that this topic is not a personal-only interest, and I believe this is something that
most of the Sid Meier's Civilization V's player experienced through playing sessions, and thus there are Modders willing to adress those issues and solve them. I would actually like to expose the values proposed in the table below to GameSpeeds.xml and WorldSizes.xml, for Personal Customization Purposes, but that isn't the hardest part of the Programming Phase of this Project, I assume. This game improvement is something I would like to include in my Modding Project, Rise and Fall of Empires and as such to ensure compatibility with William Howard's and Putmalk's Dynamic Link Library as well as Gedemon's and Strabo's ones, so some kind of reference comment for changes would be apreciated for example:
// Added for Movement Scales
for making compatibility easier.

Proposed Movement Scale Changes

[TABLE=head]Unit Movement Map Size Scale|
World Sizes | Modifier
Duel | 0.75 (1.5 :c5moves:)
Tiny | 1 (2 :c5moves:)
Small | 1.5 (3 :c5moves:)
Standart | 2 (4 :c5moves:)
Large | 2.25 (5 :c5moves:)
Huge | 3 (6 :c5moves:)([/TABLE]

[TABLE=head]Unit Movement Game Speed Scale|
Game Speeds | Modifier
Quick |
Standart |
Epic |
Marathon | [/TABLE]


Mathematics:

Map Sizes

Duel - 960 Hexagonal Tiles
Tiny - 2016 Hexagonal Tiles (2.1x Duel)
Small - 2772 Hexagonal Tiles (1.375x Tiny; 2,8875x Duel)
Standart - 4160 Hexagonal Tiles (1.500721(500721)x Small; 2.063492(063492)x Tiny; 4.3(333)x Duel)
Large - 6656 Hexagonal Tiles (1.6x Standart; 3.3015742x Small; 6,8127987745024x Tiny; 14,30687742645504x Duel)
Huge - 10240 Hexagonal Tiles (1,538461(538461)x Large; 2,461538(461538)x Standart; 8,1269518769230769230769230769231x Small; 55,367287787541517976812307692308x Tiny; 116,27130435383718775130584615385x Duel)

(there is obsiviously a mathematical function here but nothing that I've studied yet - currently a student, and very young - as far as I can tell this is not a linear function, as there is no proporcionality constant here... I am aware that various calculations are not precise because several numbers and infinite periodical dizimes - not sure how this is called in English, not my native language, but, numers like 1/3, that never end and repeat the same number or various numbers infinitely numbers between () are those repeating numbers.... that function should be use to calculate modifiers.. can somebody help me at this...)

Game Speeds

Quick - 330 Hexagonal Tiles
Standart - 500 Hexagonal Tiles (1.51(51) x Quick)
Epic - 750 Hexagonal Tiles (1.5x Standart; 2.265 x Quick)
Marathon - 1500 Hexagonal Tiles (2x Epic; 3x Standart ; 4.53 x Quick)

(same said above about calculus erorrs applies here. Here the priniciple is obvious. 1.5x the previsious Game Speed, except for Marathon which is 2x)

The question here is where to set 1. In balance terms, I don't feel Standart to be balanced to be set as 1 in terms of Map Types (Small would fit better), but in terms of Game Speed, I will use it as a reference. The numbers will not match exactly the results, or we would have units moving 0.1 tiles per turn in Duel Map)

(maths in progress)
 
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