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.)
----
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.
Last edited:

) idea for a mod in a unique cyberpunk/cyberspace setting inspired by William Gibson as mentioned in the old thread below. In this concept, traversal and capture of Terrains/Bonuses represents strategic penetration and hacking of various computer systems and cybersecurity countermeasures, and successfully penetrating specific Terrains and Features may need units outfitted to overcome those challenges. So you'd want Terrain and Feature movement costs to have some real strategic impact (likewise for movement discounts from specific Units/Promotions/Techs), and the vanilla scenario of always moving 1 tile/turn would have the exact impact Ray said. I do think the solutions proposed would be interesting ways to overcome that, though I can also understand perhaps many people are too used to vanilla movement and wouldn't appreciate a change (either in WtP or some crazy cyberpunk world
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