raystuttgart
Civ4Col Modder
Hi fellow modders,
I took a day of vacation today and well ... I started protoyping again ...
(The last 3 days were quite stressful in my job and I need to relax my brain a bit and modding helps me to do so.)
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Currently I consider to change "Movement Calculation" to something more immersive.
Let me describe the "problem" first:
--------------------------------------------------
Colonist with "Movement = 1"
Jungle with "Movement Cost = 3"
--> The "Movement Cost = 3" in Jungle does not matter !
Now let me describe the "solution" I intend to implement:
--------------------------------------------------------------------------------
Colonist with "Movement = 1"
Jungle with "Movement Cost = 3"
--> Colonist however then has to wait to fill up its Movement Points beyond 0
--> The "Movement Cost = 3" in Jungle does matter again !
----
It would be pretty simple to implement actually - if Pathfinding would not need to be adjusted.
Because I could already use this here:
However if I did it like that, Pathfinding would not yet understand it.
So I need to do it in a way that Pathfinding logic also knows.
----
@Nightinggale , @devolution , @f1rpo
Does any one of you see potential issues I miss considering general feasibility?
----
Would like to get some feedback on this.
I took a day of vacation today and well ... I started protoyping again ...

(The last 3 days were quite stressful in my job and I need to relax my brain a bit and modding helps me to do so.)
----
Currently I consider to change "Movement Calculation" to something more immersive.
Let me describe the "problem" first:
--------------------------------------------------
Colonist with "Movement = 1"
Jungle with "Movement Cost = 3"
- Unit moves 1 Plot in Jungle --> Current Movement = 0
- Next Turn: Unit gets back "Movement = 1"
- Unit moves 1 Plot in Jungle again --> Current Movement = 0
- Next Turn: Unit gets back "Movement = 1"
--> The "Movement Cost = 3" in Jungle does not matter !
Now let me describe the "solution" I intend to implement:
--------------------------------------------------------------------------------
Colonist with "Movement = 1"
Jungle with "Movement Cost = 3"
- Unit moves 1 Plot in Jungle --> Current Movement = 1 - 3 = - 2
- Next Turn: Unit gets back "Movement = 1" --> Current Movement = -2 + 1 = -1
- Next Turn: Unit gets back "Movement = 1" --> Current Movement = -1 + 1 = 0
- Next Turn: Unit gets back "Movement = 1" --> Current Movement = 0 + 1 = 1
- Unit moves 1 Plot in Jungle again --> Current Movement = 1 - 3 = - 2
- Next Turn: Unit gets back "Movement = 1" --> Current Movement = -2 + 1 = -1
- ...
--> Colonist however then has to wait to fill up its Movement Points beyond 0
--> The "Movement Cost = 3" in Jungle does matter again !
----
It would be pretty simple to implement actually - if Pathfinding would not need to be adjusted.
Because I could already use this here:
Code:
CvUnit::changeImmobileTimer(int iChange)
However if I did it like that, Pathfinding would not yet understand it.
So I need to do it in a way that Pathfinding logic also knows.
----
@Nightinggale , @devolution , @f1rpo
Does any one of you see potential issues I miss considering general feasibility?
- Performance issues or bugs in pathfinding?
- Other issues in AI logic?
- Would there be an issue with Savegames?
- Gameplay issues I currently do not see?
- ....
----
Would like to get some feedback on this.

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