Speed scaling
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- Elvish_Pillager
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I played it, and I like the feature.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/
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- Elvish_Pillager
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Don't worry! 0 movement ALREADY causes errors, you don't have to worry about creating more!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?
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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.:
* 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?
[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.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...
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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* Switch the submersion halfway through the move.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.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
This is how I originally wanted to implement it when I first implemented submersion.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.
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
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
My mistake...I worked out a way to implement it, so now it's in.Dave wrote:This is how I originally wanted to implement it when I first implemented submersion.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.
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
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
- Elvish_Pillager
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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?

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?
as kingfishers catch fire
so dragonflies draw flame
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so dragonflies draw flame
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- Elvish_Pillager
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- Elvish_Pillager
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Neither do I. I think we can implement this feature unconditionally. However, if other people don't like it...Dacyn wrote:I don't think we need another option...
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