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[Modmod]Dawn of Knoedel - Comprehensive Rebalance Project

Progress keeps being made, and I'm now pretty happy with the changes to UHVs I implemented. I'm unsure how much more I want to do before actually uploading anything though.

I messed around with rivers a bit:

Crossing a river consumes all remaining movement of units that are not Amphibious. Traveling along a river however costs only half as many movement points as normal after the tech that enables working water tiles has been discovered. I'm currently debating if this should apply to all land units or only to non-mechanized ones. After all, rivers might have helped the armies of Alexander and Napoleon transport their supplies faster, but I doubt they did much good for Hitler's panzers or Nixon's helicopters.
 
Crossing a river consumes all remaining movement of units that are not Amphibious. Traveling along a river however costs only half as many movement points as normal after the tech that enables working water tiles has been discovered. I'm currently debating if this should apply to all land units or only to non-mechanized ones. After all, rivers might have helped the armies of Alexander and Napoleon transport their supplies faster, but I doubt they did much good for Hitler's panzers or Nixon's helicopters.
Oh yeaaaah. 6-move Keshik. General Winter? Great Wall? LOL what are those?

"Needs More Surprise Attacks. 11/10" - IGN
 
To be fair, Keshiks get slowed down when crossing rivers, but they should finally be able to traverse the Asian continent in a realistic timeframe.
 
Crossing a river consumes all remaining movement of units that are not Amphibious. Traveling along a river however costs only half as many movement points as normal after the tech that enables working water tiles has been discovered. I'm currently debating if this should apply to all land units or only to non-mechanized ones. After all, rivers might have helped the armies of Alexander and Napoleon transport their supplies faster, but I doubt they did much good for Hitler's panzers or Nixon's helicopters.

I'ma steal this.
 
I'ma steal this.
Hold your horses, I'm sure I have plenty more for you to steal once I actually upload my work.
 
Okay so I fiddled some more with the extra movement along rivers because I didn't like a flat times two modifier, and came up with the following:

Units with less than 4 movement move as if they had 4 moves along rivers, units faster than that only move as if they had a single extra move. Basically very slow units like siege weapons get a massive speed bonus, but the faster a unit already is the more you get diminished returns.

Here's the code in CvPlot::movementCost for it in case anyone is interested in the nitty gritty technical stuff:

Code:
if ((!pUnit->isEnemy(getTeam(), this) || pUnit->isEnemyRoute()) && !pFromPlot->isRiverCrossing(directionXY(pFromPlot, this)) && pFromPlot->isRiverSide() && isRiverSide() && GET_TEAM(pUnit->getTeam()).isRiverTrade())
    {
        if (pUnit->baseMoves() < 4)
        {
            iRegularCost /= 4;
            iRegularCost *= pUnit->baseMoves();
        }
        else
        {
            iRegularCost /= 10;
            iRegularCost *= 9;
        }
    }
 
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