Difference between revisions of "Unit Movement"
Jump to navigation
Jump to search
TinyCoyote (talk | contribs) |
m (→References: clean up, replaced: Skyward_Collapse_-_ → Skyward Collapse:) |
||
(26 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
− | This site explains how units decide to | + | This site explains how units decide to act. |
= Decision = | = Decision = | ||
− | Chooses randomly any of these possibilities, | + | Chooses randomly any of these possibilities: , if none remains the unit does not move (e.g. stands still on tile where it was spawned) |
{|border="1" style="text-align: center;border-collapse:collapse;" | {|border="1" style="text-align: center;border-collapse:collapse;" | ||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | | colspan=" | + | | colspan="5" style="background:#f0f0f0;" | Move to a reachable .. |
− | | colspan="2" style="background:#f0f0f0;" | Attack an .. | + | | colspan="2" style="background:#f0f0f0;" | (Range) Attack an .. |
|- | |- | ||
! style="background:#f0f0f0;" | Type | ! style="background:#f0f0f0;" | Type | ||
− | ! style="background:#f0f0f0;" | Town-Center | + | ! style="background:#f0f0f0;" | Enemy-Town-Center |
− | ! style="background:#f0f0f0;" | Enemy | + | ! style="background:#f0f0f0;" | Bandit-Keep |
+ | ! style="background:#f0f0f0;" | Enemy-Unit | ||
! style="background:#f0f0f0;" | Enemy-Building | ! style="background:#f0f0f0;" | Enemy-Building | ||
− | ! style="background:#f0f0f0;" | Enemy | + | ! style="background:#f0f0f0;" | Stat-Boost-Tile |
+ | ! style="background:#f0f0f0;" | Enemy-Unit | ||
! style="background:#f0f0f0;" | Enemy-Building | ! style="background:#f0f0f0;" | Enemy-Building | ||
|- | |- | ||
| | | | ||
| | | | ||
− | | colspan=" | + | | |
+ | | colspan="3" style="background:#f0f0f0;" | .. in sight-range | ||
| colspan="2" style="background:#f0f0f0;" | .. in sight-range, in line-of-sight, and in attack-range | | colspan="2" style="background:#f0f0f0;" | .. in sight-range, in line-of-sight, and in attack-range | ||
|- | |- | ||
− | | Melee ||x||x||x|| || | + | | Melee ||x||x||x||x||x||x||x |
|- | |- | ||
− | | Archery ||x||x||x||x||x | + | | Archery ||x||x||x||x||x||x||x |
|- | |- | ||
− | | Siege Melee ||x|| ||x|| || | + | | Siege Melee ||x||x|| ||x||x|| ||x |
|- | |- | ||
− | | Siege Archery ||x|| ||x|| ||x | + | | Siege Archery ||x||x|| ||x||x|| ||x |
|} | |} | ||
− | * | + | * Archery-units will not move to an enemy when they can attack them. |
* Melee units attack when their on the same tile as the target. | * Melee units attack when their on the same tile as the target. | ||
− | * No unit will attack a town-center while there are still other buildings in the town (this makes town-centers kind of invincible) | + | * No unit will attack a town-center while there are still other buildings in the town (this makes town-centers kind of invincible). |
+ | * It seems like the unit will redecide after each action. | ||
+ | * It seems like the unit will never go a town-center as long as there are other possibilities. | ||
+ | * Enemy-gods will not be attacked unless you set ''Command'' on them. | ||
− | + | = Reachable = | |
− | + | {| border="1" style="text-align: center;border-collapse:collapse;" | |
+ | | | ||
+ | | colspan="2" | Cannot step on by Default | ||
+ | | colspan="1" | Can step on by Default | ||
+ | |- | ||
+ | ! style="background:#f0f0f0;" | Attribute | ||
+ | ! {{no|Mountain}} | ||
+ | ! {{no|Lake}} | ||
+ | ! {{yes|Buildings}} | ||
+ | |- | ||
+ | | Lake?? || ||{{ya}}|| | ||
+ | |- | ||
+ | | Mountain grossing ||{{ya}}|| || | ||
+ | |- | ||
+ | | Flying ||{{ya}}||{{ya}}|| | ||
+ | |- | ||
+ | | Cannot Step On Buildings || || ||{{na}} | ||
+ | |} | ||
+ | |||
+ | = Ranges = | ||
+ | Non-diagonal and diagonal steps are counted as 1 range. | ||
+ | |||
+ | {| border="1" style="text-align: center;border-collapse:collapse;" width="200" height="200" | ||
+ | |+ Ranges up to 4 | ||
+ | |4||4||4||4||4||4||4||4||4 | ||
+ | |- | ||
+ | |4||3||3||3||3||3||3||3||4 | ||
+ | |- | ||
+ | |4||3||2||2||2||2||2||3||4 | ||
+ | |- | ||
+ | |4||3||2||1||1||1||2||3||4 | ||
+ | |- | ||
+ | |4||3||2||1||0||1||2||3||4 | ||
+ | |- | ||
+ | |4||3||2||1||1||1||2||3||4 | ||
+ | |- | ||
+ | |4||3||2||2||2||2||2||3||4 | ||
+ | |- | ||
+ | |4||3||3||3||3||3||3||3||4 | ||
+ | |- | ||
+ | |4||4||4||4||4||4||4||4||4 | ||
+ | |} | ||
= References = | = References = | ||
− | {{ | + | * [http://christophermpark.blogspot.co.at/2013/05/q-for-skyward-collapse-plus-new.html "... the military units won't actually move unless they have an enemy in their sight range or an enemy town center that they can path to."] |
+ | * [http://christophermpark.blogspot.co.at/2013/05/q-for-skyward-collapse-plus-new.html "... until you learn that more than one unit can't stand on a tile."] | ||
+ | * [http://arcengames.com/mediawiki/index.php?title=Skyward Collapse:Post_Release_Notes#Official_1.006_Listen_When_I_Command.21 "Military commandments were accidentally broken right prior to the release of the game, but have now been fixed. Sorry about that!"] | ||
+ | |||
+ | {{SkywardCollapseNavigation}} |
Latest revision as of 19:37, 1 February 2015
This site explains how units decide to act.
Contents
Decision
Chooses randomly any of these possibilities: , if none remains the unit does not move (e.g. stands still on tile where it was spawned)
Move to a reachable .. | (Range) Attack an .. | ||||||
Type | Enemy-Town-Center | Bandit-Keep | Enemy-Unit | Enemy-Building | Stat-Boost-Tile | Enemy-Unit | Enemy-Building |
---|---|---|---|---|---|---|---|
.. in sight-range | .. in sight-range, in line-of-sight, and in attack-range | ||||||
Melee | x | x | x | x | x | x | x |
Archery | x | x | x | x | x | x | x |
Siege Melee | x | x | x | x | x | ||
Siege Archery | x | x | x | x | x |
- Archery-units will not move to an enemy when they can attack them.
- Melee units attack when their on the same tile as the target.
- No unit will attack a town-center while there are still other buildings in the town (this makes town-centers kind of invincible).
- It seems like the unit will redecide after each action.
- It seems like the unit will never go a town-center as long as there are other possibilities.
- Enemy-gods will not be attacked unless you set Command on them.
Reachable
Cannot step on by Default | Can step on by Default | ||
Attribute | Mountain | Lake | Buildings |
---|---|---|---|
Lake?? | ✔ | ||
Mountain grossing | ✔ | ||
Flying | ✔ | ✔ | |
Cannot Step On Buildings | ✘ |
Ranges
Non-diagonal and diagonal steps are counted as 1 range.
4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
4 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 4 |
4 | 3 | 2 | 2 | 2 | 2 | 2 | 3 | 4 |
4 | 3 | 2 | 1 | 1 | 1 | 2 | 3 | 4 |
4 | 3 | 2 | 1 | 0 | 1 | 2 | 3 | 4 |
4 | 3 | 2 | 1 | 1 | 1 | 2 | 3 | 4 |
4 | 3 | 2 | 2 | 2 | 2 | 2 | 3 | 4 |
4 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 4 |
4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
References
- "... the military units won't actually move unless they have an enemy in their sight range or an enemy town center that they can path to."
- "... until you learn that more than one unit can't stand on a tile."
- Collapse:Post_Release_Notes#Official_1.006_Listen_When_I_Command.21 "Military commandments were accidentally broken right prior to the release of the game, but have now been fixed. Sorry about that!"
Home ♦ Post Release Notes | |
General | Profile Level ♦ Turn By Turn ♦ GUI Statistiks ♦ Resources |
Gamplay | Unit resource dependencies ♦ Greek vs Norse ♦ Woe Strategies ♦ Unit Movement |