Difference between revisions of "Unit Movement"

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= Ranges =
 
= Ranges =
 
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|+ Example of a range up to 4
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|+ Ranges up to 4
 
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Revision as of 07:45, 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 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 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

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