Difference between revisions of "Unit Movement"

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m (→‎References: clean up, replaced: Skyward_Collapse_-_ → Skyward Collapse:)
m (→‎References: clean up, replaced: Skyward_Collapse_-_ → Skyward Collapse:)
 

Latest revision as of 18:37, 1 February 2015

This site explains how units decide to act.

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.

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


HomePost Release Notes
General Profile LevelTurn By TurnGUI StatistiksResources
Gamplay Unit resource dependenciesGreek vs NorseWoe StrategiesUnit Movement