Difference between revisions of "Unit Movement"

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This site explains how units decide to move.
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This site explains how units decide to act.
  
 
= Decision =
 
= Decision =
Chooses randomly any of these possibilities, of none remains the unit does not move (e.g. stands still on tile where it was spawned)
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Chooses randomly any of these possibilities: , if none remains the unit does not move (e.g. stands still on tile where it was spawned)
  
 
{|border="1" style="text-align: center;border-collapse:collapse;"
 
{|border="1" style="text-align: center;border-collapse:collapse;"
| colspan="2" | Priority =>
 
| colspan="2" | Low
 
| colspan="2" | High
 
|-
 
 
|
 
|
| colspan="3" style="background:#f0f0f0;" | Move to an reachable ..
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| colspan="5" style="background:#f0f0f0;" | Move to a reachable ..
| colspan="2" style="background:#f0f0f0;" | Attack an ..
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| colspan="2" style="background:#f0f0f0;" | (Range) Attack an ..
 
|-
 
|-
 
! style="background:#f0f0f0;" | Type
 
! style="background:#f0f0f0;" | Type
! style="background:#f0f0f0;" | Town-Center[http://christophermpark.blogspot.co.at/2013/05/q-for-skyward-collapse-plus-new.html]
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! style="background:#f0f0f0;" | Enemy-Town-Center
! style="background:#f0f0f0;" | Enemy[http://christophermpark.blogspot.co.at/2013/05/q-for-skyward-collapse-plus-new.html]
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! style="background:#f0f0f0;" | Bandit-Keep
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! style="background:#f0f0f0;" | Enemy-Unit
 
! style="background:#f0f0f0;" | Enemy-Building
 
! style="background:#f0f0f0;" | Enemy-Building
! style="background:#f0f0f0;" | Enemy
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! style="background:#f0f0f0;" | Stat-Boost-Tile
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! style="background:#f0f0f0;" | Enemy-Unit
 
! style="background:#f0f0f0;" | Enemy-Building
 
! style="background:#f0f0f0;" | Enemy-Building
 
|-
 
|-
 
|
 
|
 
|
 
|
| colspan="2" style="background:#f0f0f0;" | .. in sight-range
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|
 +
| colspan="3" style="background:#f0f0f0;" | .. in sight-range
 
| 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|| ||  
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| Melee        ||x||x||x||x||x||x||x
 
|-
 
|-
| Archery      ||x||x||x||x||x
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| Archery      ||x||x||x||x||x||x||x
 
|-
 
|-
| Siege Melee  ||x|| ||x|| ||  
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| Siege Melee  ||x||x|| ||x||x|| ||x
 
|-
 
|-
| Siege Archery ||x|| ||x|| ||x
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| Siege Archery ||x||x|| ||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)
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* 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.
 
* 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)
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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).
 +
* 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.
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* Enemy-gods will not be attacked unless you set ''Command'' on them.
 +
 
 +
= Reachable =
 +
 
 +
{| border="1" style="text-align: center;border-collapse:collapse;"
 +
|
 +
| colspan="2" | Cannot step on by Default
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| colspan="1" | Can step on by Default
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|-
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! style="background:#f0f0f0;" | Attribute
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! {{no|Mountain}}
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! {{no|Lake}}
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! {{yes|Buildings}}
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|-
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| Lake??                  ||      ||{{ya}}||     
 +
|-
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| Mountain grossing        ||{{ya}}||      ||     
 +
|-
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| Flying                  ||{{ya}}||{{ya}}||     
 +
|-
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| Cannot Step On Buildings ||      ||      ||{{na}}
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|}
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= Ranges =
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Non-diagonal and diagonal steps are counted as 1 range.
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 +
{| border="1" style="text-align: center;border-collapse:collapse;" width="200" height="200"
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|+ Ranges up to 4
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|4||4||4||4||4||4||4||4||4
 +
|-
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|4||3||3||3||3||3||3||3||4
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|-
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|4||3||2||2||2||2||2||3||4
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|-
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|4||3||2||1||1||1||2||3||4
 +
|-
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|4||3||2||1||0||1||2||3||4
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|-
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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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|-
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|4||4||4||4||4||4||4||4||4
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|}
  
 
= References =
 
= References =
{{Reflist}}
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* [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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* [http://christophermpark.blogspot.co.at/2013/05/q-for-skyward-collapse-plus-new.html "... until you learn that more than one unit can't stand on a tile."]
----
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* [http://arcengames.com/mediawiki/index.php?title=Skyward Collapse:Post_Release_Notes#Official_1.006_Listen_When_I_Command.21 "Military commandments were accidentally broken right prior to the release of the game, but have now been fixed. Sorry about that!"]
  
* [[Skyward Collapse]]
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{{SkywardCollapseNavigation}}

Latest revision as of 19:37, 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


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