EDITED: SUGGESTION FOR DEVS - A Tweak to Solve the "Only 1 Action Per Turn On Rough Terrain" Problem.

Right now, with just 1 increase in movement due to Tireless March, AI heroes on higher difficulties move TWICE as fast as non-Master Scouts sides on rough terrain.  And if there are three units with Tireless March (although I would prefer the devs would make Tireless March not stack) then AI heroes move at TRIPLE speed.  What I'm suggesting is that a movement onto or attacking an army on rough terrain without Master Scouts would cost 1.5 move points, and movement onto or attacking an army on plains terrain would still cost 1 movement point, meaning you would always get at least 2 actions on rough terrain.  It is one thing to only get 2 actions on a turn.  It's another thing to fight a monster, then have the AI who is moving twice as fast take your treasure because you only essentially have 1 action point per turn on rough terrain.  And some people just want to always be able to make at least two strategic actions per turn without being immune to almost all forms of attack. Horses and wargs do help, but early in the game you don't have access to them and 1 action point per turn is just not enough, especially on harder difficulties.

SUGGESTION FOR DEVS ONLY: Make Tireless March only apply to strategic movement.  The name gives the impression of endurance, rather than speed, and the extra movement in tactical can break combats.  Plus the increase in strategic movement is already a big boost.

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Reply #1 Top

Making tireless march apply only to strategic movements sounds good to me.

I'm not as sure of the rest. Fractional movement costs are not very intuitive to humans.

How about plains costing 1 and rough terrain 1.5? That would also communicate the meaning: "You can move 50% faster along plains than along rough terrain"

Reply #2 Top

Stacking tireless march is obviously broken and I have no interest in fixing broken mechanics when the devs are going to do it anyway.

Reply #3 Top

That reference was for the devs.  But would you consider making rough terrain cost 1.5 movement points to see how it goes?  I think one action per turn is not enough at any stage of the game for any terrain.

Reply #4 Top

Sounds like it's time to start trying things yourself! It's in Terraintypes.xml

Reply #5 Top

Just as a pointer, is there a simple way to change all movement on rough terrain to 1.5?

Reply #6 Top

Yes. :grin:

Reply #7 Top

<MovementCost>

And it seems that they don't use the decimal point, just "10" for 1 and "20" for 2.  I replaced Hills, Swamp and Forest <MovementCost> with "15".

Isn't it interesting that there are passability allowances for air, ocean and chasm units?

Reply #8 Top

Decimals and computers don't mix as well as integers and computers.

Reply #9 Top

Yes, but one action on rough terrain is just too little.  You at the very least need to be able to beat a monster and pick up the treasure on the same turn.  I am happy with the change (1/1.5 for plains/rough (except rivers) ie. 50% faster movement on plains terrain and it's much better than having 1.1 and 1.9), and I don't think it's overpowering.  One thing though, when you get a horse you still only get 2 actions on rough terrain, it's not until you get 4 movement that you get three moves on rough terrain, unless you have the compass, of course. ;-)  But that's quite alright IMO (and it means the compass is still useful, even though not quite as early).