Difference between revisions of "Unit Movement"
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+ | = Ranges = | ||
+ | {| border="1" style="text-align: center;border-collapse:collapse;" width="200" height="200" | ||
+ | |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 | ||
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+ | |4||3||2||1||1||1||2||3||4 | ||
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+ | |4||3||2||2||2||2||2||3||4 | ||
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+ | |4||3||3||3||3||3||3||3||4 | ||
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+ | |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 "... 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."] |
Revision as of 08:14, 30 May 2013
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 | Town-Center | Bandit-Keep | Enemy | Enemy-Building | Stat-Boost | Enemy | 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 but can get damage through a counterattack though.
Reachable
Cannot step on by Default | Can step on by Default | ||
Attribute | Mountain | Lake | Buildings |
---|---|---|---|
Lake?? | ✔ | ||
Mountain grossing | ✔ | ||
Flying | ✔ | ✔ | |
Cannot Step On Buildings | ✘ |
Ranges
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."
- "Military commandments were accidentally broken right prior to the release of the game, but have now been fixed. Sorry about that!"
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General | Profile Level ♦ Turn By Turn ♦ GUI Statistiks ♦ Resources |
Gamplay | Unit resource dependencies ♦ Greek vs Norse ♦ Woe Strategies ♦ Unit Movement |