why does xcom have MoveRate = Quadruped?

Tekamthi

Emperor
Joined
Aug 12, 2016
Messages
1,684
Generally, all infantry units get MoveRate BIPED or HEAVY_BIPED

QUADRUPED is assigned to all horse units, PHANT to elephant, WHEELED to armor....

why is xcom a QUADRUPED?

what does MoveRate even do?

Spoiler :

<Row>
<ID>147</ID>
<Type>UNIT_XCOM_SQUAD</Type>
<Description>TXT_KEY_UNIT_XCOM_SQUAD</Description>
<Civilopedia>TXT_KEY_CIV5_XCOM_SQUAD_TEXT</Civilopedia>
<Strategy>TXT_KEY_UNIT_XCOM_SQUAD_STRATEGY</Strategy>
<Help>TXT_KEY_UNIT_HELP_XCOM_SQUAD</Help>
<Combat>75</Combat>
<RangedCombat>0</RangedCombat>
<Cost>2600</Cost>
<FaithCost>1600</FaithCost>
<RequiresFaithPurchaseEnabled>true</RequiresFaithPurchaseEnabled>
<PurchaseOnly>false</PurchaseOnly>
<MoveAfterPurchase>false</MoveAfterPurchase>
<Moves>2</Moves>
<Immobile>false</Immobile>
<Range>0</Range>
<BaseSightRange>2</BaseSightRange>
<Class>UNITCLASS_XCOM_SQUAD</Class>
<CombatClass>UNITCOMBAT_GUN</CombatClass>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_PARADROP</DefaultUnitAI>
<Food>false</Food>
<NoBadGoodies>false</NoBadGoodies>
<RivalTerritory>false</RivalTerritory>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>true</Pillage>
<Found>false</Found>
<FoundAbroad>false</FoundAbroad>
<CultureBombRadius>0</CultureBombRadius>
<GoldenAgeTurns>0</GoldenAgeTurns>
<FreePolicies>0</FreePolicies>
<OneShotTourism>0</OneShotTourism>
<OneShotTourismPercentOthers>0</OneShotTourismPercentOthers>
<IgnoreBuildingDefense>false</IgnoreBuildingDefense>
<PrereqResources>false</PrereqResources>
<Mechanized>false</Mechanized>
<Suicide>false</Suicide>
<CaptureWhileEmbarked>false</CaptureWhileEmbarked>
<PrereqTech>TECH_LASERS</PrereqTech>
<HurryCostModifier>0</HurryCostModifier>
<AdvancedStartCost>0</AdvancedStartCost>
<MinAreaSize>0</MinAreaSize>
<AirInterceptRange>0</AirInterceptRange>
<AirUnitCap>0</AirUnitCap>
<NukeDamageLevel>-1</NukeDamageLevel>
<WorkRate>0</WorkRate>
<NumFreeTechs>0</NumFreeTechs>
<BaseBeakersTurnsToCount>0</BaseBeakersTurnsToCount>
<BaseCultureTurnsToCount>0</BaseCultureTurnsToCount>
<RushBuilding>false</RushBuilding>
<BaseHurry>0</BaseHurry>
<HurryMultiplier>0</HurryMultiplier>
<BaseGold>0</BaseGold>
<NumGoldPerEra>0</NumGoldPerEra>
<SpreadReligion>false</SpreadReligion>
<RemoveHeresy>false</RemoveHeresy>
<ReligionSpreads>0</ReligionSpreads>
<ReligiousStrength>0</ReligiousStrength>
<FoundReligion>false</FoundReligion>
<RequiresEnhancedReligion>false</RequiresEnhancedReligion>
<ProhibitsSpread>false</ProhibitsSpread>
<CanBuyCityState>false</CanBuyCityState>
<CombatLimit>0</CombatLimit>
<RangeAttackOnlyInDomain>false</RangeAttackOnlyInDomain>
<RangeAttackIgnoreLOS>false</RangeAttackIgnoreLOS>
<Trade>false</Trade>
<NumExoticGoods>0</NumExoticGoods>
<RangedCombatLimit>0</RangedCombatLimit>
<XPValueAttack>0</XPValueAttack>
<XPValueDefense>0</XPValueDefense>
<Conscription>0</Conscription>
<ExtraMaintenanceCost>0</ExtraMaintenanceCost>
<NoMaintenance>false</NoMaintenance>
<Unhappiness>0</Unhappiness>
<UnitArtInfo>ART_DEF_UNIT_XCOM_SQUAD</UnitArtInfo>
<UnitArtInfoCulturalVariation>false</UnitArtInfoCulturalVariation>
<UnitArtInfoEraVariation>false</UnitArtInfoEraVariation>
<LeaderExperience>0</LeaderExperience>
<DontShowYields>false</DontShowYields>
<ShowInPedia>true</ShowInPedia>
<MoveRate>QUADRUPED</MoveRate>
<UnitFlagIconOffset>15</UnitFlagIconOffset>
<PortraitIndex>15</PortraitIndex>
<IconAtlas>EXPANSION2_UNIT_ATLAS</IconAtlas>
<UnitFlagAtlas>EXPANSION2_UNIT_FLAG_ATLAS</UnitFlagAtlas>
<MaxHitPoints>100</MaxHitPoints>
<FoundMid>0</FoundMid>
<FoundLate>0</FoundLate>
<FoundColony>0</FoundColony>
<CityAttackOnly>0</CityAttackOnly>
<CulExpOnDisbandUpgrade>0</CulExpOnDisbandUpgrade>
<CostScalerNumRepeats>0</CostScalerNumRepeats>
<TourismBonusTurns>0</TourismBonusTurns>
<PuppetPurchaseOverride>0</PuppetPurchaseOverride>
<GoodyModifier>0</GoodyModifier>
<SupplyCapBoost>0</SupplyCapBoost>
<BaseProductionTurnsToCount>0</BaseProductionTurnsToCount>
<BaseGoldTurnsToCount>0</BaseGoldTurnsToCount>
<BaseTurnsForGAPToCount>0</BaseTurnsForGAPToCount>
<BaseWLTKDTurns>0</BaseWLTKDTurns>
<NumFreeLux>0</NumFreeLux>
<GPExtra>0</GPExtra>
<IsConvertUnit>0</IsConvertUnit>
<ScaleFromNumGWs>0</ScaleFromNumGWs>
<ScaleFromNumThemes>0</ScaleFromNumThemes>
<NumberOfCultureBombs>0</NumberOfCultureBombs>
<MinorCivGift>0</MinorCivGift>
<NoMinorCivGift>0</NoMinorCivGift>
<PurchaseCooldown>1</PurchaseCooldown>
<LocalFaithPurchaseCooldown>0</LocalFaithPurchaseCooldown>
<GlobalFaithPurchaseCooldown>0</GlobalFaithPurchaseCooldown>
<BaseLandAirDefense>25</BaseLandAirDefense>
<IsMounted>0</IsMounted>
<NoSupply>0</NoSupply>
<FreeUpgrade>0</FreeUpgrade>
<CoastalFireOnly>0</CoastalFireOnly>
<UnitEraUpgrade>0</UnitEraUpgrade>
<WarOnly>0</WarOnly>
<WLTKDFromBirth>0</WLTKDFromBirth>
<GoldenAgeFromBirth>0</GoldenAgeFromBirth>
<CultureBoost>0</CultureBoost>
<ExtraAttackHealthOnKill>0</ExtraAttackHealthOnKill>
<HighSeaRaider>0</HighSeaRaider>
<NumInfPerEra>0</NumInfPerEra>
<RestingPointChange>0</RestingPointChange>
<ProductionCostAddedPerEra>0</ProductionCostAddedPerEra>
<SendCanMoveIntoEvent>0</SendCanMoveIntoEvent>
<CannotEmbark>0</CannotEmbark>
<NoMinorGifts>0</NoMinorGifts>
<MoveAfterUpgrade>0</MoveAfterUpgrade>
<CanRepairFleet>0</CanRepairFleet>
<CanChangePort>0</CanChangePort>
<NumberStackingUnits>0</NumberStackingUnits>
<StackCombat>0</StackCombat>
<CargoCombat>0</CargoCombat>
</Row>
 
XCOM is army from the future.
Don't underestimate the power of genetic modification...
(I wouldn't want to meet one though)
 
I think it only affects the movement speed and the sound when they move.

This is vanilla anyway, so Firaxis decided they should move like horses.
 
I think it only affects the movement speed and the sound when they move.

This is vanilla anyway, so Firaxis decided they should move like horses.
Would there be a downside to reassigning it to biped or heavy_biped? It's not a big deal, but as a modder there's no other easy way to find all the mounted units, other than these move rates (ie some are unitcombat_mounted, others _archer; some use horses, others don't, etc)

Just worried about breaking something unintended
 
You should never rely on something like how a unit moves to determine whether it's mounted anyway. It's just as accurate as using the Formation column in the ArtDefine_UnitInfos table.

The least hardcoded way in VP would be (CombatClass = 'UNITCOMBAT_MOUNTED' OR IsMounted = 1) AND Class NOT IN ('UNITCLASS_ANTI_TANK_GUN', 'UNITCLASS_HELICOPTER_GUNSHIP').
 
I mis-typed the need here; rather than "mounted" i meant to say I wanted to identify horse units specifically, without elephant. Anyway thats just another AND NOT added to your sql, easy enough. Checking database for moverate, assuming it were all assigned correctly, just makes for a simpler command to write.

From looking through the database it appears that only xcom is out of place on this moverate -- with it corrected it could be relied-on to identify non-elephant mounted units with only one field. I'll probably test xcom w/ biped moverate eventually.
 
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