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Thread: Movementspeeds and the Senate

  1. #1
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Movementspeeds and the Senate

    Now, I have modded movementspeeds as I think they should be. Such as troops moving slower through mud and swamps and so on. But a problem has arised.
    Now troops moving across those little roads (looking like tractortracks) move very slowly. Obviously such a road uses not mud_road but something else. So I ask does anyone know what type of ground it uses?

    Also, have anyone modded the Senate? I'm thinking of making more Quastors, Praetors and Consuls. But since I'm in a Seleucid campaign it is not something I can check up on easily.
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  2. #2
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Movementspeeds and the Senate

    It seems those roads use mud as their terrain... Odd.

    I made the differences smaller and now units don't slow down as much when moving across the roads. But now I wonder which terrain that uses mud_road.

    Also, nobody tried modding more offices for the Senate?
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  3. #3
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: Movementspeeds and the Senate

    in the roads description it says basic roads turn into mud in bad weather. Could it be that they count as "mud" in bad weather (rain), but mud_road in good weather ?
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  4. #4
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Movementspeeds and the Senate

    It seems odd that units should slow down for roads... Surely it must use mud_road in most situations?

  5. #5
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Movementspeeds and the Senate

    Yes I thought so, but it doesn't rain much in Hatra or Mazaka... Yet it still treats the road as mud. Odd...
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  6. #6
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Movementspeeds and the Senate

    Hm, if only CA would release another patch, nothing groundbreaking, just correcting things like this.

  7. #7
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Movementspeeds and the Senate

    Quote Originally Posted by Myrddraal
    Hm, if only CA would release another patch, nothing groundbreaking, just correcting things like this.
    We don't know if this is a bug or the road is intended to be like that. But info on it would be nice.

    If only the devs would dare to help us. But I get the feeling they have been told by higher ups that they mustn't acknowledge the bugs and mistakes. That is very sad for it is obvious that many of the problems we face with triats, ancilliaries, units and such can be fixed with a little number here or a little word there. But because we are fumbling in the dark we can't really fix them without substantial amount of work and with great risk at messing other stuff up.

    One thing is to sit with a halfbroken game, another is to sit with a halfbroken game you know you can fix if you were just told how.

    But agreed, another patch seems to be in order. There are simply too many messed up parts.
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  8. #8
    Unpatched Member hrvojej's Avatar
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    Default Re: Movementspeeds and the Senate

    It's not just the tractor-track roads, it's the roads within barbarian settlements as well - they also use the mud modifier. So, if you want to get anywhere within a barbarian settlement, don't decrease the mud modifier too much (I have it the same as grass for that reason).
    It might be that "mud" is a misnomer here, and that it in fact stands for something like "dirt" and not the mud that would bog the units down.
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  9. #9
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Movementspeeds and the Senate

    If only we knew how to make the dirt tracks use mud_road rather than mud. But I don't know where to look or even what to look for. I tried looking up settlements (not in the world directory) but that was only a filed that handled which tgas were supposed to be used.
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