Road and river movement bug

TiitTiitus

Chieftain
Joined
Aug 22, 2018
Messages
4
Hello!

I have a road movement bug with Test of Time where units treat roads and rivers as railroads (unlimited movement). I have the TOTPP patch and the official Test of Time English patch downloaded. Can anybody offer their assistance? Thanks in advance!
 

JPetroski

Deity
SLeague Staff
Joined
Jan 24, 2011
Messages
4,614
Hi TiitTiitus,

This is from @tootall_2012 's guide to ToTPP.

Basically if you go into your rules and either change @COSMIC2 (if it exists) or create it to say the following, it should clear this up for you:

MovementMultipliers, 1
RailroadMultiplier, -1
RoadMultiplier, 1, 3
RiverMultiplier, 1, 3
AlpineMultiplier, 1, 3

Movement multipliers: Allows configuration of the cost of movement along railroads, roads and rivers as well as the movement cost for units with the alpine flag..
These multipliers are configured using the @COSMIC2 keys 'RailroadMultiplier', 'RoadMultiplier', 'RiverMultiplier' and 'AlpineMultiplier' and can be enabled individually.They take 2 values, the first needs to be set to 1 to enable the multiplier, while the second value determines the movement cost. E.g. setting 'RailroadMultiplier' to 1, 6 means a unit can move 6 tiles along a railroad for 1 movement point. Setting the movement value to 0 means the movement cost of the underlying terrain is used, setting it to -1 means movement is unlimited.
In game, all enabled movement multipliers are combined into an aggregate movement multiplier (exactly their least common multiple). This number multiplied by the movement rate from @UNITS must be less than 256 for each unit. You'll get a friendly warning when this limit is exceeded.
Note: the key 'MovementMultipliers' used in previous versions is now deprecated, but the patch still respects it, so scenarios with the old configuration will still work.
 

TiitTiitus

Chieftain
Joined
Aug 22, 2018
Messages
4
I've added @COSMIC2 with the multipliers to my Rules.txt but road movement is still unlimited. I have the latest TOTPP patch and I'm running it in Windows XP Service Pack 3 mode.
 

JPetroski

Deity
SLeague Staff
Joined
Jan 24, 2011
Messages
4,614
Hmm. When you first load up ToTPP, do you have all the options checked? I think there is one for the multiplier. Try unchecking it and seeing what happens and then rechecking it.

Are you encountering the bug in a scenario build or the regular game?
 

deeves

Chieftain
Joined
Jul 8, 2016
Messages
11
This seems to be a bug introduced in the latest @TheNamelessOne ToTPP v0.15.1. Roads don't incur movement cost when "movement multipliers" option is enabled. This bug doesn't happen in v0.14.x or v0.15.0.
 

avien

Chieftain
Joined
Jul 18, 2011
Messages
17
Location
Oslo, Norway
I unchecked the RoadMultiplier modifier and the game works fine now. Thank you!
I had to do this as well. At first I thought it was something special about ToT, since I've only played MGE. You can exploit it bigtime though, since explorers and alpine troops get infinite movement. Also I could use enemy roads as railroads which I also exploited, thinking it was meant to be that way (before I discovered infinite movement). Feels a bit bad in retrospect :)
 
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