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Movement rates

Posted: Mon Apr 11, 2022 3:13 am
by generalfdog
Considering the difference in map scale shouldn't units in wpp have less movement points or shouldn't hexes take twice the mps to move in to?

Re: Movement rates

Posted: Mon Apr 11, 2022 10:15 am
by AlvaroSousa
Clear hexes are 2 cost. Other hexes I forgot. But it plays the right way. If I made all hexes 2x it would be a very slow moving game.

Re: Movement rates

Posted: Mon Apr 11, 2022 6:45 pm
by generalfdog
Oh I see it is 2x in open but 1 to 1 or roads and rr so you do have to wind around a little more but i general since most places have roads it takes twice as long to go somewhere in 37 scenario as it does in regular game
Screenshot 2022-04-11 112603.jpg
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Screenshot 2022-04-11 112803.jpg (231.91 KiB) Viewed 559 times

Re: Movement rates

Posted: Tue Apr 12, 2022 1:25 pm
by AlvaroSousa
And yet they play as they should for speed and timing.

Next game the movement will be improved for the double scaling.

Re: Movement rates

Posted: Tue Apr 12, 2022 2:32 pm
by Kriegsspieler
"Next game"? Hmm . . . .

I am really enjoying this one, by the way, and plan to buy the European version as well. I think you came up with a brilliant solution to the logistical issues in the war.

I do have one suggestion for the "next game", though, and that is to give players greater access to certain modifiers that appear now to be hard-coded in the game, such as manpower levels and production capacities. This would allow players to create mods that fine-tune game balance. Or am I mistaken about the availability of those values now? I looked through the game editor and couldn't find anything resembling that stuff.

Re: Movement rates

Posted: Tue Apr 12, 2022 5:08 pm
by stjeand
I believe you can change most of that in the editor...

I see places for adding PP, adding more manpower and the cap...

Though maybe you are looking at changing how much MP required to build a unit?
That is hard coded as far as I can tell.

Re: Movement rates

Posted: Tue Apr 12, 2022 6:41 pm
by generalfdog
main game plays VERY well now I don't see many issues. 37 scenario possibly needs some tweaks due to a lack of testing, from what I have seen it seems a bit to hard for Japan, but I could be wrong.

Re: Movement rates

Posted: Tue Apr 12, 2022 7:11 pm
by Kriegsspieler
stjeand wrote: Tue Apr 12, 2022 5:08 pm I believe you can change most of that in the editor...

I see places for adding PP, adding more manpower and the cap...

Though maybe you are looking at changing how much MP required to build a unit?
That is hard coded as far as I can tell.
Well, both in fact, but I would be happy being able to tweak the former. I'll take another look in the editor -- I couldn't where to adjust those numbers.

Re: Movement rates

Posted: Wed Apr 13, 2022 2:19 pm
by AlvaroSousa
You can change many things in the editor. It isn't super user friendly as it was made to make the game.

There is a manual in the manual sections for it. But you should be able to figure it out.