GM: Enemy Move Range

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GM: Enemy Move Range

Postby Chazar » Wed May 29, 2013 8:07 am

Allow gold members to click on enemy units and have the standard move range displayed for that unit (on the map view, similar to the fog-of-war, just highlight all squares that this unit could move to in the next turn.

This should only account for the standard move of that unit, so it should not include the 2 saved movepoints nor +2 move from temples or stacked units with group move ability. The reason is that this feature should give no extra information that cannot be gained already. It should only provide some convenience.

(I am just tired of counting squares all the time, in order to see which of my cities are in range of that griffin that always hides in the mountain range... :lol: )


PS: Maybe it should always include +2 move points for all units (not giving away whether or not the enemy unit actually has saved any move points), just to be on the safe side and avoid confusion for players relying on this feature then.
Chazar
 
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Re: GM: Enemy Move Range

Postby SnotlinG » Wed May 29, 2013 10:53 am

Interesting idea!
I will write it down and see what I can come up with :-)
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Re: GM: Enemy Move Range

Postby TheVic » Sun Jun 02, 2013 12:44 am

Interesting, but unfortunatly I think you will trick players with this info as it must be based only on top visible unit if no hidden information is to be used (wich would be a significant ingame advantage), I hero is top unit, the stack could be flying across that mountin, or not, depending on units in stack. Also, if dwarf is present, those hills will trick you.
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Re: GM: Enemy Move Range

Postby Chazar » Mon Jun 03, 2013 9:50 am

TheVic wrote:Interesting, but unfortunatly I think you will trick players with this info as it must be based only on top visible unit if no hidden information is to be used (wich would be a significant ingame advantage), I hero is top unit, the stack could be flying across that mountin, or not, depending on units in stack. Also, if dwarf is present, those hills will trick you.

Yes, it should only work for the top unit!

This feature should not do the thinking for you! It should just make it easier to count distances on the map.

However, I can see how some players might be mislead by this feature to assume it is more than a tape measure.

So what I would actually want is a proper electronic tape measure for the map view: I want to click two points on the map, and then select some mode of movement (e.g. by clicking a unit type in a list of all units like the production buying screen) and then see the minimum number of movement points required from A to B (according to the game's current pathfinding).
PS: Since this is much more complicated to implement, and since clicking an enemy stack already displays useful info for the top unit; adding a visual display of the default move range for that top unit seems relatively easy to achieve - and it would already cover a good portion of the case where I am counting tiles.

I am really tired of counting tile by tile for myself. Counting tiles is important, but a stupid menial task computers ought to do for me.

(Of course, I sometimes can use an existing unit somewhere on the map and click the desired location. If I am lucky, the computed path moves where I wanted to, so I can just adjust the shown move-left-numbers, but often it simply does not go where I want it to go, or I do not have the right kind of unit on the map already.)
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Re: GM: Enemy Move Range

Postby TheVic » Mon Jun 03, 2013 6:22 pm

Yes, some feature to click a serie of points and calculate distance would be great.
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