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Roads give movement bonus and NOTHING else?

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  • #46
    Dauphin, but cavalry is a passenger just as infantry. The locomotive doesn´t care what passengers it carry

    Great news, Soren! This a long awaited gameplay component
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    • #47
      What, even though the passenger could provide additional horse-power?

      I decided to repeat or explain that really bad joke would be like flogging a dead horse.
      One day Canada will rule the world, and then we'll all be sorry.

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      • #48
        Well, you can put more soldiers than horses in a trainwagon, and if you can get all your soldiers peddling to generate energy to make the train go faster, they might be able to output more power per wagon than horses could do, since they'd need something larger like threadmills.

        Originally posted by Blake
        That's how it works in SMAC.
        Didn't SMAC roads give a mineral bonus in certain cases?
        <Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
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        • #49
          Yep, in a rocky tile with a mine on... +1 mineral.
          He who knows others is wise.
          He who knows himself is enlightened.
          -- Lao Tsu

          SMAC(X) Marsscenario

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          • #50
            So the rail bonus won't be very big for units with a base move of 2 right? Since I think there's a tech that makes roads give a 4x bonus, the rails will bump their movement from 8 to 10.

            Cool.
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            2 Kyu

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            • #51
              Originally posted by ixnay
              What it sounds like to me is that roads offer 3x and 4x movement while railroads offer 10 movement regardless of the movement value of the unit - which makes sense.
              I guess you're right. This will teach me not to post before my second cup of coffee.

              BTW, from the new IGN screenshots (cavalry, modern armor) it seems that no land unit has a movement rate greater than 2.

              And does anyone know what the 'mobility' promotion ('-1 terrain movement cost') does exactly?
              "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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              • #52
                Originally posted by lockstep
                And does anyone know what the 'mobility' promotion ('-1 terrain movement cost') does exactly?
                I think usually you'd get a penalty for going through something like a forest, this reduces that penalty
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                2 Kyu

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                • #53
                  Originally posted by lockstep
                  And does anyone know what the 'mobility' promotion ('-1 terrain movement cost') does exactly?
                  I'd guess it's like this: You have a 2 movement unit. Let's say mountains require 2 movement. With this promotion, you are only using 1 movement on the mountain passing. Does that sound plausible?
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                  • #54
                    It does.
                    "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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                    • #55
                      Originally posted by lockstep
                      Great! At last you have to worry about how to split your military between two threatened borders.

                      So we have 3 tiles movement on roads before engineering, 4 tiles on roads after engineering, and 10 tiles on railroads.
                      Where do you get the 3 and 4 thing? Why not 6 and 8, or 2 and 3? I haven't seen any numbers for that confirmed anywhere.
                      Friedrich Psitalon
                      Admin, Civ4Players Ladder
                      Consultant, Firaxis Games

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                      • #56
                        IIRC, the +1 tile movement on roads with engineering appears on a screen for this tech. As for 'why not 2 and 3' - I don't have an answer right now.
                        "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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                        • #57
                          Originally posted by GeoModder
                          Yep, in a rocky tile with a mine on... +1 mineral.
                          they did not.roads removed a 1 mineral penalty for a mine without road

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                          • #58
                            Blasted, will he follow me everywhere?
                            He who knows others is wise.
                            He who knows himself is enlightened.
                            -- Lao Tsu

                            SMAC(X) Marsscenario

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                            • #59
                              Railroads have a constant movement of ten. I wonder if I can dig up the threads in which I made that suggestion. w00t. Not that others didn't make it as well.
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                              "We confess our little faults to persuade people that we have no large ones." - François de La Rochefoucauld

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                              • #60
                                But what about movement points remaining after you move the unit on the railroad- i.e.: I move a horse unit 5 squares on a railroad. How many movement points do I have left if I then move the unit off the railroad? (and onto a road, potentially?)

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