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    how I am using "movementCostModifier"

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    • TheDog
      TheDog last edited by TheDog

      I thought I would share how I am using "movementCostModifier"

      territoryEffectAttachment - for controlling movement

      The movementCostModifier can be used in the following ways;

      Simulate a Railway/Road, can move twice as far,    costs 1 -0.5  = 0.5 to enter	<option name="movementCostModifier" value="Tank:Truck" count="-0.5"/>
      Simulate a Warp-Drive, can give unlimited movement,costs 1 -1 = 0 to enter,     <option name="movementCostModifier" value="Enterprise" count="-1"/>	
      Block movement into terrain type, for move 2 unit, costs 1 +3 = 4 to enter, 	<option name="movementCostModifier" value="Mere:Gigas" count="3"/>
      Simulate slower move on a River, for move 2 unit,  costs 1 +1 = 2 to enter, 	<option name="movementCostModifier" value="Greatship:Longboat" count="1"/>
      

      Block movement can be used for one directional territory connections.

      My map Settlers: Fallen Empire
      https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread
      Uses three of the above examples, Warp-Drive=unlimited movement and Slower move on a River and Block movement.

      A free/unlimited move.
      This is how Catapults are intended to work.
      In the Place phase, put them next to a Settlement.
      Next turn Attack with just the Catapult and do a Bombing raid, in the Non Combat phase retreat the Catapult, repeat until the Fort or Castle falls.
      This is achieved by coding the Catapult not to use its movement to enter the Settlement territory and so can use its move in the Non Combat phase.
      <option name="movementCostModifier" value="Catapult" count="-1"/> <!-- Allows Catapult to retreat from sieging a Settlement

      Slower move - Move 2 sea units can only move 1 on a river.
      This is achieved by making it cost 2 (1+1) to enter a river territory.
      <option name="movementCostModifier" value="Greatship:Longboat" count="1"/>

      Block Movement
      Gives the same result as the option "unitsNotAllowed".

      But can also be used for one directional territory connections, by making is cost say 99 to go back to where you came from.

      R 1 Reply Last reply Reply Quote 4
      • R
        RogerCooper @TheDog last edited by

        @thedog Is there anyway to modify the costs based on territory control?

        TheDog 1 Reply Last reply Reply Quote 0
        • TheDog
          TheDog @RogerCooper last edited by TheDog

          @rogercooper
          As "movementCostModifier" is part of territoryEffectAttachment is is very limited to what else you can do.

          However if each unit type has its nationality/faction built into the unit like "infantry-usa" or "roman-infantry" then you can target who gets the benefit or not.

          I think that might be as good as is gets.

          1 Reply Last reply Reply Quote 0
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