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Re: A WINNING QUIRK
Posted: Thu Oct 23, 2014 1:59 pm
by Arbogast
Ah Shuks! I abandoned the game in question!
I tried in 2.5 beta and your points holds true.
So I'm trying different games in 2.4 and if I find a repeat of my deleted game, I'll let you know, but that is a slow process.
Re: A WINNING QUIRK
Posted: Tue Oct 28, 2014 12:59 am
by cazfi
While I investigated Pillage case, I found out that I've been mistaken in how this work. Even when reduced movement points, as long as it's not zero, unit can still work on settler activities as if it had full movement.
That is; unit can
both move two moves via road (taking 2/3 movement) and to work in the destination with full capacity (despite having only 1/3 movement left).
Code: Select all
int get_activity_rate_this_turn(const struct unit *punit)
{
/* This logic is also coded in client/goto.c. */
if (punit->moves_left > 0) {
return get_activity_rate(punit);
} else {
return 0;
}
}