Movement limits in early eras

2) Tundras are safer than Grassland with the right promotion
Arctic Warrior I makes a unit immune to terrain damage on Tundras... and ML damage too. Same goes with Deserts and the respective promotion. But other terrain types (that normally don't inflict terrain damage) has no "immunity promotions" either. So with certain promotions you can go further on some terrain than on others.
Solution:
Either fix ML, so terrain damage and ML damage work separately OR apply terrain immunity to all terrains with promotions. (I'm leaning toward this second solution in my modmod)
I just tested a workaround by adding ignoreterraindamage for grassland to Woodsman I and moved a unit to a distant grass plot but it still recieved the damage per turn. My plan was to create a promotion chain that enables further exploration on different terrains but that won't work.

So something is wrong in the way the game calculates distance damage when the terrain really does damage and a promotion gives imunity to it.
 
And an other thing: It does not always work.
The workaround is to save the game, exit and reload it. Sometimes more then once. But according to my experience, this bug disappears completely by the middle ancient era.

So I feel that it has to do something with city founding. Maybe once all civs settle their 1st city this problem cease to exist for all civs. But as a second thought it is quite unlikely because no civs remain unsettled 50+ turns.

A more logical thing is that this problem gets solved when the 1st tech with ML range expanding gets discovered. CoM has such a tech in the ancient era.
 
Actually barbarians work very differently in many thing. They are immune to Terrain Damage too.

You sure? Because any time I have a huge desert or arctic wasteland near a city and see barbarians spawn in it, they always approach my cities at half or critical health. I haven't seen one be KILLED by Terrain Damage though (That 0.1 health Maceman stands on them Ice tiles for like ever....) but I certainly see them having taken damage from something out there - and it's not other nations and their scouts or military, since they're not huddling in those inhospitable wastes.
 
Maybe it's just animals?
But if they aren't immune than thay shouldn't stop at 0.1 health but get destroyed finally.

Might just be animals then.

I'm mostly positive the standard units don't die to Terrain Damage though, since I followed a barb Maceman around with a Spy and there was Ice tiles for miiiiiiles and he just wandered around at critical health never dying :crazyeye:
 
Animals are not supposed to take terrain damage at all. Barbarian units are supposed to have their terrain damage divided by 3. I can't find where in the code that terrain damage doesn't kill barbarians.
 
Well, if barbs take only 1/3 terrain damage that might be just low enough to counter with heal action.
But according my past experiences I still have the feeling that they are just immune, though I can't prove it :dunno:
 
I tried cranking the terrain damage from Tundra from -15 to -60 and terrain damage was enough to kill a barbarian Cho-Ko-Nu (I just picked a unit at random). So it can happen but I think it's very rare.
 
I am trying the movement limit feature. Is there any interface showing the rang of your movement ? Or you have to find out the hard way?
 
You have more or less to find out the hard way. If you have Terrain Damage On and a Unit selected, then hovering above a Tile with the mouse should show you if your unit will take damage on this tile or not.
 
I played with Movement Limits on with 18 civs, no BarbCivs. And my other usual settings. I felt like turns were taking way too long. So I was thinking about how my units scouted and understood ML's features. I thought that because of separate areas applied to different civs, it take more time calculate without some sort of persistent data. I hadn't noticed before because I played with much fewer civs with BarbCivs on. Turns became very long later in game, just like usual anyway. But with no BarbCivs and 18 civs, turns went slow fast in early game was my suspicion.

So I went ahead and played a new game with same settings except ML. This time it was off. The early game is moving forward at decent speed and then later on will settle down as usual.

I wanted to let you know so you can figure out the math behind the code. Maybe the math is final but need a temporary in-game persistent storage somewhere so some calculations are not repeated? Just an idea.
 
My mistake. It might have to do more with numbers of starting civs and size of the map than ML. Disregard my preceding post.
 
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