snoop dogg Joined 27/12/2004 Posts : 62
| Posted : Friday, 25 February 2005 - 21:05 they are 5 types of terrains in wol battels and campaings water=1% movement shalow water=20% movement thick swamp=60% movement wood lands=60% movement cursed land=60% movement ice=60% movement rocky=70% movement swamp=80% movement grass lands=80% movement dead lands=80% movement snowy=80% movement rough=90% movement plains=100% movement road=150% movements
if your castle is at standing on rough lands then you have a small movement advantage.you should always try to avoid water becuase yuo would spend many turns trying to get somewhere.Unless their is somethin very valuble their |
Sage DoCJoined 8/11/2002 Posts : 4070
| Posted : Friday, 25 February 2005 - 21:20 sweetie, the reason that you move 90% on rough is that you get a bonus for the terrain that your castle starts in. If you had started in the swamp, the swamp would have been 90% and 70%, and the rough would have been 80% and 60% |
CTDXXX Joined 19/11/2001 Posts : 5842
| Posted : Friday, 25 February 2005 - 22:26 The true split is more like this:
I'll use the labels given here, accurate or not:
Roads, ALWAYS 150% (afaik, save for tech changes) Plains, ALWAYS 100% (as above) Shallow Water, ALWAYS 20% (^^^) Water, ALWAYS 1% (^^^)
Then, this is where it splits,
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Dense terrains: 60% - Ice, Thick Swamp, Forest, Rocky, Cursed Land.
These are darker in colour.
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'Light' terrain: 80% - Snow, Swamp, Grasslands, Rough, Deadlands.
These are lighter i colour.
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You'll always see pairs. E.G. Forest and Grasslands together, Rough and Rocky, etc.
Add 10% to light and dense for the type of terrain your castle sits on.
Add another 10% for any techs bought, per terrain set.
This does make it possible to achieve 100% naturally in certain terrains.
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Last but not least, how to make use of these %ages:
MP needed = 1/Rate
A square that has a 50% movement rate needs 1/0.5 moves = 2 MP.
Shallow Water therefore needs 5 moves, and Normal water needs no less than 100 MP
You will get weird decimals for figures like 60%-70%-80%-90%. What IS important is to simply multiply that figure by the number of squares of that type you aim to cross. Also take note that the MP figure ONLY presents the whole number, and drops the decimal portion. It still exists and can make the difference, but good memory and care make it less important.
Armed with this information, you now know all there is to know on terrain itself. You can chart your effective MP costs over multiple turns, and find the best path on moves that are too long for the path-finding algorithm to wholly do itself in a single sitting.
And that, afaik, is the lot. It'll be news to some, irrelevant to others and old hat to some more. But perhaps it will be of some use |