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  • Terrain movecost

    This is probably common knowledge, but if you are a bit slow on the uptake like myself you may be surprised to find out that setting the move cost of a terrain to 0 means units move along it like RR. The difference is the "RR" is invisible and cannot be pillaged unless you stipulate that the terrain type can be converted.

    I don't know how useful this info will be for designers but I'm sure there will be a useful application for it one day

    I did try setting the value to 0.5 or .5 but I'm afraid fractions do not work.
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  • #2
    I didn't know that! And it sure could be useful, thanks!
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    • #3
      Yeah, Civ II still has many things to discover, this might be useful...
      ...maybe for some kind of space scenario

      @ McMonkey

      What happens if you use a fractional movement rate of 171 ( 1/3 movecost if Road movement multiplier is 3 ) for the terrain ?
      Last edited by Hans99; January 26, 2010, 12:20.

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      • #4
        I'm not sure. I know there have been articles written about fractional movement in the past. They will probably be in one of the archives or great libraries somewhere. I wish they had built something into the game so that RR could be given a move multiplier like roads. I think it would be possible to replicate this using a combination of high movement rates and varying terrain move costs for non-road, road and RR terrains. (IE Unit moves 12. Rough terrain costs 6 to move on, normal terrain costs 4, road terrain costs 3 and RR terrain is costs 2. This would work out at 2 move on rough, 3 move on normal, 4 move on roads and 12 move on RR. You would still have the actual road improvement left.) The drawback of giving units large movement values is they can attack multiple times!
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