how some abilities work...

Anything else to do with MoM IME
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Virm
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Joined: Sat Sep 23, 2006 3:54 pm

how some abilities work...

Post by Virm »

I'm just kinda curious how you're implimanting various movement abilities (eg. pathfinding, non-corporeal, etc.). I'm mostly wondering about non-corporeal.

Non-corporeal units move at half a movement point per square on the overland regardless of terrain (including water), and move as though water-walking in combat at one move point per square (and supposedly can walk through walls, but that's never worked for me). However, non-corporeal units can't make use of roads.

I just recently noticed an odd quirk about the way the original MoM defined it. On the overland non-corporeal is directly defined as combining pathfinding and water-walking, so any unit with both of these abilities on it is treated (at least on the overland) as non-corporeal and becomes unable to use roads.

Just curious if the same 'feature' is present in the way you have implimented it or if you made it an independent ability.
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Implode
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Post by Implode »

Really? I knew in the original Pathfinding = Forester + Mountaineer, but I didn't know about how non-corporeal worked. They're all separate skills in MoM IME (each unit simply has a list of skills, rather than bitmask flags).

I spent a good while testing out all the weird combinations and which could and could not use roads, like non-corporeal by itself, non-corporeal + flying, etc. etc. and devised a movement rules table, which is basically just a long list of "If you've got this skill and moving over this type of terrain, it costs X movement". Download the editors, and look in the server editor at "movement rate rules".

Any circumstances you've found where it gets the movement rates wrong?

Implode.
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