New unit movement model

Ultraworld

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May 2, 2003
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Check my site about a new unit movement model for Civ4.

I've fixed a new unit movement model for Civ4. There are several movement types (you can also add new ones) and every movement type van be configured. After that you assign a movement type to a unit (every unit has ONE movement type of course).

Note that the difference between water tyles and land tyles have dissapeared.
My idea is very abstract and general and therefore very powerful/flexible for modders.

Interesting things:
- Units can suffer from loosing HPs in the desert and jungle.
- There is room for a Hoovercrafted unit + a viking vessel (can sail "rivers")
- Natural borders for units (they can't pass the Himalaya), much more in depth than just wheeled
- bermuda triangles are possible,


Note that the boxes are just examples. In the ditor you can add new unit-movement-types.
 
Not bad, Ultraworld, but you completely forgot marsh. Also, why would a riverboat be less likely to suffer damage in ocean as opposed to sea?

You also did not give any movement costs with the charts. Was that intentional?

What are the ratios you are citing for damage. If each number is the %chance then the default for some of the units (galley in sea, for example) will probably need to be much higher.

IMHO, marsh movements should probably be similar (though not the same) as jungle movements. Maybe break down the ancient foot soldiers into light and heavy, light would be able to traverse marsh, heavy would not. Same with modern units (no tracked or wheeled units ever in marsh without a road or rr).
 
rcoutme said:
Not bad, Ultraworld, but you completely forgot marsh.

CivVanilla doesn't have marsh so I didn't include it.

Also, why would a riverboat be less likely to suffer damage in ocean as opposed to sea?

A missisippi boat (/river boat) is more likely to lose HPs on ocean squares (every turn a change of 1 out of 2 = 50%) than on sea squares (every turn a change of 1 out of 5 = 20%).

You also did not give any movement costs with the charts. Was that intentional?

Yes. Im only talking about the movement type.

What are the ratios you are citing for damage. If each number is the %chance then the default for some of the units (galley in sea, for example) will probably need to be much higher.

The HP loss prob-ratio means the change to lose a # of HPs every # of turns.
eg1: Every turn a Default ancient and renaissance foot unit on a deserts tyle has a change of 1 out of 3 to lose 1 HP.
eg2: Every turn a Default ancient sea unit on a sea tyle has a change of 1 out of 2 (= 50%) to lose 2 HPs.


IMHO, marsh movements should probably be similar (though not the same) as jungle movements. Maybe break down the ancient foot soldiers into light and heavy, light would be able to traverse marsh, heavy would not. Same with modern units (no tracked or wheeled units ever in marsh without a road or rr).

Of course Civ4 has an editor in which you can create your own movement types
 
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