Difference between revisions of "Unit Movement"
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{|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;" | (Range) 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;" | Town-Center | ||
+ | ! style="background:#f0f0f0;" | Bandit-Keep | ||
! style="background:#f0f0f0;" | Enemy | ! style="background:#f0f0f0;" | Enemy | ||
! style="background:#f0f0f0;" | Enemy-Building | ! style="background:#f0f0f0;" | Enemy-Building | ||
Line 17: | Line 18: | ||
! style="background:#f0f0f0;" | Enemy-Building | ! style="background:#f0f0f0;" | Enemy-Building | ||
|- | |- | ||
+ | | | ||
| | | | ||
| | | | ||
Line 22: | Line 24: | ||
| 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||x||x||x | + | | Melee ||x||x||x||x||x||x||x |
|- | |- | ||
− | | Archery ||x||x||x||x||x||x | + | | Archery ||x||x||x||x||x||x||x |
|- | |- | ||
− | | Siege Melee ||x|| ||x||x|| ||x | + | | Siege Melee ||x||x|| ||x||x|| ||x |
|- | |- | ||
− | | Siege Archery ||x|| ||x||x|| ||x | + | | Siege Archery ||x||x|| ||x||x|| ||x |
|} | |} | ||
Revision as of 06:48, 30 May 2013
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 | 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 | ✘ |
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 |