Difference between revisions of "Unit Movement"
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* 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 redecide after each action | ||
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= 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."] | ||
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Revision as of 14:11, 25 May 2013
This site explains how units decide to move.
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)
Priority => | Low | High | |||
Move to an reachable .. | Attack an .. | ||||
Type | Town-Center | Enemy | Enemy-Building | Enemy | Enemy-Building |
---|---|---|---|---|---|
.. in sight-range | .. in sight-range, in line-of-sight, and in attack-range | ||||
Melee | x | x | x | ||
Archery | x | x | x | x | x |
Siege Melee | x | x | |||
Siege Archery | x | x | x |
- Every target's possibility is overridden by it's highest priority. (e.g. if an archery could move to an enemy AND attack it, it would never move to it)
- 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
References
Home ♦ Post Release Notes | |
General | Profile Level ♦ Turn By Turn ♦ GUI Statistiks ♦ Resources |
Gamplay | Unit resource dependencies ♦ Greek vs Norse ♦ Woe Strategies ♦ Unit Movement |