Speed scaling

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Elvish_Pillager
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Post by Elvish_Pillager »

scott wrote:I'll compile it and post a mac OS X binary for those that are interested.

http://www.cis.rit.edu/~slk8779/wesnoth/
I played it, and I like the feature.
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Viliam
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Post by Viliam »

Beware of division by zero! Is there any unit that has zero movement, but can somehow be moved (e.g. by a scenario script)? Will movement also affect combat speed?
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Post by Elvish_Pillager »

Viliam wrote:Beware of division by zero! Is there any unit that has zero movement, but can somehow be moved (e.g. by a scenario script)? Will movement also affect combat speed?
Don't worry! 0 movement ALREADY causes errors, you don't have to worry about creating more!
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Post by Invisible Philosopher »

Units moving across water look like they're walking on water, then they sink in at the end of their movement. This is noticeable because they go slower in water now. I suggest that when a unit goes through a terrain that submerges it, the unit is submerged while moving. There are various ways this could be implemented:

* Wherever there's a height of submersion for either hex that a unit is moving between, have it gradually go from one to the other.

* Same as previous, but put it halfway between for the whole movement.

* Take the minimum submersion of the two hexes and use that.

I hope this wouldn't be too hard to implement, although I don't know what other people would think of it either.

P.S.:
Viliam wrote:Beware of division by zero! Is there any unit that has zero movement, but can somehow be moved (e.g. by a scenario script)? Will movement also affect combat speed?
I wrote:I just thought of something - would [move_unit_fake] be affected too? If so, the Galleon will need a reasonable number of moves...
[move_unit_fake] should be affected. This has the side effect of letting the Galleon and other such units (like the Fireball) be any speed the designer wants, but also requires them to have moves and a movetype specified.
Last edited by Invisible Philosopher on August 12th, 2004, 11:15 am, edited 1 time in total.
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Elvish_Pillager
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Post by Elvish_Pillager »

Invisible Philosopher wrote:* Wherever there's a height of submersion for either hex that a unit is moving between, have it gradually go from one to the other.

* Same as previous, but put it halfway between for the whole movement.

* Take the minimum submersion of the two hexes and use that.
* Switch the submersion halfway through the move.
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Post by scott »

Ok changing the speed constant from 50 to 25 is too fast! Just so you know.

On the other hand there might be something to this - accelerated movement, normal speed combat/healing... hmm
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Post by Dave »

Invisible Philosopher wrote: * Wherever there's a height of submersion for either hex that a unit is moving between, have it gradually go from one to the other.
This is how I originally wanted to implement it when I first implemented submersion.

However, unfortunately, it is actually rather difficult to implement. That's the reason it's not done, and honestly, it's highly likely it never will be.

David
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Post by Dave »

Dave wrote:
Invisible Philosopher wrote: * Wherever there's a height of submersion for either hex that a unit is moving between, have it gradually go from one to the other.
This is how I originally wanted to implement it when I first implemented submersion.

However, unfortunately, it is actually rather difficult to implement. That's the reason it's not done, and honestly, it's highly likely it never will be.
My mistake...I worked out a way to implement it, so now it's in.

David
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Post by Elvish_Pillager »

Dave wrote:We could try it though I guess.

David
What's the news on this?
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Post by scott »

I liked playing with speed scaling. On the other hand, I can see some players really hating it.
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Post by autolycus »

OK, after playing with this feature for a while, I must admit that it does give one a sense of the accompanying frustration that should go with moving through difficult terrain... :)

However, occasionally I find myself thinking of it as 'irregular slowdowns on my computer'. I guess it slows down turns quite a bit. I could live without it - nice to have for some people, a pain for others - it should be an off-by-default option, perhaps?
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Elvish_Pillager
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Post by Elvish_Pillager »

autolycus wrote:it should be an off-by-default option, perhaps?
Good idea.
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Post by Dacyn »

I don't think we need another option...
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Post by Elvish_Pillager »

Dacyn wrote:I don't think we need another option...
Neither do I. I think we can implement this feature unconditionally. However, if other people don't like it...
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Post by scott »

The only think I dislike about the current method is that the terrain acts as a multiplier, slowing down the default move rate, but never speeding it up. Speed scaling OR increasing the base move rate are options and I can live with either.
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