Princess in the Shadows Joined 14/11/2008 Posts : 510
| Posted : Tuesday, 14 April 2009 - 01:57 I think its 60% movement so for that hex .6 instead of 1.0 movement,in reality 2 hexes is 1.2 movement so that would be consistent with what Li says, It works for me Last Edited : Tuesday, 14 April 2009 - 02:01 | Raag Joined 6/10/2005 Posts : 110
| Posted : Tuesday, 14 April 2009 - 15:33 Thanks. Anybody know if the effects are cumulative? Like if I was walking through a bloody thick swamp strewn with rubble. | | Harold1 DoCJoined 21/04/2007 Posts : 1977
| Posted : Tuesday, 14 April 2009 - 17:10 I could be wrong but do they not also cause ZOC still? | | A-Dude Joined 25/03/2004 Posts : 152
| Posted : Tuesday, 14 April 2009 - 19:10 i don't think it causes ZOC... | | Crazy Li Joined 4/09/2007 Posts : 1058
| Posted : Tuesday, 14 April 2009 - 21:09 I know rubble and blood do NOT stack on top of each other. I can't say about the terrain stacking with them, though. | | doodoomite Joined 11/12/2005 Posts : 500
| Posted : Wednesday, 15 April 2009 - 08:03 I wish that it wasn't any penalty for moving across blood and rubble,regardless how much is on the field. | | Pict Joined 27/10/2007 Posts : 589
| Posted : Wednesday, 15 April 2009 - 20:38 But it actually makes sense to have a movement penalty - it's tricky picking your way over piles of enemy dead, tends to slow down progress.... | | Hambone Joined 27/12/2008 Posts : 329
| Posted : Sunday, 26 April 2009 - 11:13 If like me, you find the %movement penalties difficult to understand, here are the more traditional movement point costs: Castle or road: 0.66 (2 mps for every 3 hexes) Plain/Home terrain type with relevant walk tech: 1.00 Home terrain without walk tech: 1.11 (10 mps for every 9 hexes) Foreign terrain with walk tech: 1.11 Foreign terrain without walk tech: 1.25 (5mps for every 4 hexes) Difficult home terrain with walk tech: 1.25 Difficult home terrain without walk tech: 1.42 (10 mps for every 7 squares) Difficult foreign terrain with walk tech: 1.42 Difficult foreign terrain no walk tech: 1.66 (5mps for every 3 squares) Blood or rubble: 1.66 (assuming 60% speed is correct) Shallow water: 5 Deep water: impassible
Add up all the movement point costs. To enter a square, you must be able to afford the entire cost
For example, scout (movement 11), crossing his home terrain (let's say rough) soon after the beginning of the game, before you have bought Rough Walk tech: 1 1.11 2 2.22 3 3.33 4 4.44 5 5.55 6 6.66 7 7.77 8 8.88 9 9.99 (actually 10.0, I have rounded down the costs slightly) 10 11.11 (more than 11, so cannot enter hex)
If the first hex crossed had been a castle, you would be able to move 10 hexes. | | Hambone Joined 27/12/2008 Posts : 329
| Posted : Sunday, 26 April 2009 - 11:19 Just thought, the place we have to make this calculation the most is to determine if an enemy can reach the hex we are thinking of moving to. (actually the hex next to it, so it can attack us).
So perhaps it would be useful if we could click on an enemy unit and it show us where that unit could move to, if it hadn't moved and assuming it has the maximum walk tech (to be on the safe side), just as it does for our units? | | Raag Joined 6/10/2005 Posts : 110
| Posted : Monday, 27 April 2009 - 20:04 You move faster on your home terrain? Do you not need the tech for you home terrain then? | | Mog DoCJoined 5/02/2004 Posts : 14357
| Posted : Monday, 27 April 2009 - 20:35 Whatever type of terrain your uppermost (first, original) castle hex is on (the ID hex) is your home territory. You recieve a 10% speed bonus on that type of terrain anywhere on the map. You can add to that with the movement tech. | | Raag Joined 6/10/2005 Posts : 110
| Posted : Monday, 27 April 2009 - 21:21 Wow, I never new that. I usually buy the home terrain tech early on in every camp. | | Hambone Joined 27/12/2008 Posts : 329
| Posted : Saturday, 2 May 2009 - 10:01 .. and you do benefit from it. So if your home terrain is rough, rough costs 1.11 mps without the tech and only 1 mp with the rough walk (which makes a noticeable improvement to your speed (especially slow units like catapults and ballis - they move like 8 hexes a turn instead of 6, as long as you don't have to enter any rocky hexes, which cost 1.25mp) | | Crazy Li Joined 4/09/2007 Posts : 1058
| Posted : Saturday, 2 May 2009 - 14:42 yep, your home terrain + movement can get your troops moving like they were on the plains. only other 100% movement possibility you can obtain. otherwise, the best you can do is 90% | | Raag Joined 6/10/2005 Posts : 110
| Posted : Saturday, 2 May 2009 - 16:12 oh good. I thought I had been wasting gold at a crucial time. Thanks for the info. |
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