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Thor21
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Post subject: Tick on movement Posted: Mon Aug 08, 2011 7:25 am |
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Joined: Sat Aug 14, 2010 9:26 am Posts: 103
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I had question about the tick system on this game http://battledexgame.com/game.php?game_id=30548Why do my recon manage to block saiko's infantry on turn 6? As far as i know about tick system, On turn 2 saiko's infantry only move 1 hex to cap resource so that means since then on the infantry will move at tick 1 My recon also didn't move at all on turn 5 so that means since then on the recon will also move at tick 1 That means saiko's infantry will move at tick 1, 34, and 67 And my recon will move at tick 1, 21,41,61,81 So why do my recon that's supposed to do it's 5th move at tick 81 manage to block saiko's infantry that's supposed to do it's 3th move at tick 67? Is my understanding of tick system wrong? Can someone plz enlighten me?
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denyo
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Post subject: Re: Tick on movement Posted: Mon Aug 08, 2011 1:20 pm |
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Joined: Fri May 07, 2010 11:59 am Posts: 176 Location: Germany
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IMO the tick system has to be as you stated.
But if you look at the new recon spawned in turn 5 i think you see the inf is moving at 33,66/67,100 (if the new recon moves at 20,40,60,80,100 as we expect). Your recon moves simulatenously to the new one, so on tick 20,40,60,80,100. This way your recon can block the inf, but i'm very confused why both units move on this ticks (and some other units as well)
If you look at you inf in the home res and the new inf going for mid, they move on the same ticks, as well.
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Rothmorthau
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Post subject: Re: Tick on movement Posted: Mon Aug 08, 2011 2:03 pm |
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Joined: Fri Dec 03, 2010 3:56 pm Posts: 368 Location: Kent, Ohio
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Here is my work that I did on this. My hypothesis is that infantry movement loading is bugged, for if infantry is only loading when it has movement orders it would completely explain this result.
Normal Recon Turn 1 1-16 Load (Starting hex count as highway) 17 Move 18-36 Load 37 Move 38-56 Load 57 Move 58-76 Load 77 Move 78-96 Load 97 Move 98-100 Load
Normal Recon Turn 2 1-16 Load 17 Move 18-36 Load
Nomal Recon Turn 3 1 Move 2-20 Load 21 Move 22-40 Load 41 Move 42-60 Load [Dies]
Marksman Recon Turn 1 Not spawned
Marksman Recon Turn 2 1-16 Load (Starting hex count as highway) 17 Move 18-36 Load 37 Move 38-56 Load 57 Move 58-76 Load 77 Move 78-96 Load 97 Move 98-100 Load
Marksman Recon Turn 3 1-15 Load 16 Move 17-35 Load 36 Move 37-55 Load 56 Move 57-75 Load 76 Move
Infantry Turn 1 1-32 Load 33 Move 34-65 Load 66 Move 67-98 Load 99 Move 100 Load
Infantry Turn 2 1-31 Load 32 Move 33-64 Load 65 Move 66-97 Load
Infantry Turn 3 (At least what it SHOULD have been) 1 Move 2-33 Load 34 Move 35-66 Load 67 Move
Infantry Turn 3 ACTUALLY LOOKED LIKE 1-32 Load 33 Move 34-65 Load 66 Move 67-98 Load 99 Move
This can also be seen if you watch the marksman recon on turn 3, as it moves BEFORE this infantry who was supposed to be "loaded" and move on tic 1.
Hopefully this helps... might want to move this to issues forum.
Rothmorthau
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Altr
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Post subject: Re: Tick on movement Posted: Mon Aug 08, 2011 10:10 pm |
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Joined: Fri Dec 03, 2010 2:02 am Posts: 11
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im lost................... I just think the ticks hate me 
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dagnor
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Post subject: Re: Tick on movement Posted: Tue Aug 09, 2011 1:14 am |
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Joined: Tue Jul 21, 2009 10:40 am Posts: 60
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Nice work Rothmorthau. You are correct: units don't "load" unless they have a destination. A blocked unit will load though. When an infantry unit at rest gets a path it won't move until tick 33 (on open ground). That's the current design.
Units who's speed is a whole number will always make their final move on tick 100 (on open ground, etc.). So on turn 6 they both try to move on tick 100. The odds of which unit gets in are then 50/50. The infantry's ticks per move are not identical within a turn, as it will move 3 hexes in 100 ticks.
Crossing a hex with a different terrain cost or being blocked can offset a units movements so they don't line up with the last move occurring on tick 100.
Here's how the moves occurred on turn 6: Thor21's recon moves on ticks: 20, 40, 60, 80, 100 saiko's infantry moves on ticks: 33, 66, 100
One note about your post: units get charged the cost of the terrain they move into, so starting on a concrete hex and moving off of it won't effect your movement but moving on to it would.
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denyo
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Post subject: Re: Tick on movement Posted: Tue Aug 09, 2011 11:58 am |
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Joined: Fri May 07, 2010 11:59 am Posts: 176 Location: Germany
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So this means if i move a recon only 4 hexes in turn A there will be no loading for the next movement , he still moves on 20,40,60,80,100 in the next turn? But if i wanted the recon to move 5 and the last movement was blocked, next turn he can move on ticks 1,21,41,61,81 as he has loaded his movement before?
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dagnor
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Post subject: Re: Tick on movement Posted: Thu Aug 11, 2011 11:05 am |
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Joined: Tue Jul 21, 2009 10:40 am Posts: 60
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yes, that's correct (if the blocking unit moved out of the way on tick 1).
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