Par Stilgar
On sait tous comment changer le mouvement des g?n?raux, des agents, mais pas des simples unit?s.
Tout se passe dans le descr_campaign_db.xml
Le nombre d?finit les points de mouvement, plus il est ?lev?, plus ils peuvent se d?placer.
Note: plus le mouvement est ?lev?, plus les tours de l'IA sont long, car elle doit calculer le pathfinding.
On sait tous comment changer le mouvement des g?n?raux, des agents, mais pas des simples unit?s.
Tout se passe dans le descr_campaign_db.xml
<misc>
<allow_resource_forts bool="false"/> <!-- do we allow forts and watchtowers to be built on resource locations -->
<fort_devastation_distance uint="20"/> <!-- maximum movement point extents for determining devastation tile targets for forts -->
<army_devastation_distance uint="20"/> <!-- maximum movement point extents for determining devastation tile targets for field armies -->
<fort_devastation_modifier float="1.0"/> <!-- num devastated tiles modifier for forts -->
<army_devastation_modifier float="1.0"/> <!-- num devastated tiles modifier for field armies -->
<enable_hotseat_messages bool="true"/> <!-- do we allow hotseat messages to be send between human players -->
<enable_unit_accent_overrides bool="true"/> <!-- do we use unit db accent overrides for campaign unit selection -->
<cavalry_movement_points_modifier float="7.00"/> <!-- movement points modifier for cavalry units -->
<infantry_movement_points_modifier float="7.00"/> <!-- movement points modifier for infantry units -->
<siege_movement_points_modifier float="3.75"/> <!-- movement points modifier for siege units -->
</misc>
</root>
<allow_resource_forts bool="false"/> <!-- do we allow forts and watchtowers to be built on resource locations -->
<fort_devastation_distance uint="20"/> <!-- maximum movement point extents for determining devastation tile targets for forts -->
<army_devastation_distance uint="20"/> <!-- maximum movement point extents for determining devastation tile targets for field armies -->
<fort_devastation_modifier float="1.0"/> <!-- num devastated tiles modifier for forts -->
<army_devastation_modifier float="1.0"/> <!-- num devastated tiles modifier for field armies -->
<enable_hotseat_messages bool="true"/> <!-- do we allow hotseat messages to be send between human players -->
<enable_unit_accent_overrides bool="true"/> <!-- do we use unit db accent overrides for campaign unit selection -->
<cavalry_movement_points_modifier float="7.00"/> <!-- movement points modifier for cavalry units -->
<infantry_movement_points_modifier float="7.00"/> <!-- movement points modifier for infantry units -->
<siege_movement_points_modifier float="3.75"/> <!-- movement points modifier for siege units -->
</misc>
</root>
Le nombre d?finit les points de mouvement, plus il est ?lev?, plus ils peuvent se d?placer.
Note: plus le mouvement est ?lev?, plus les tours de l'IA sont long, car elle doit calculer le pathfinding.
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