It is lacking 4 factors, which do NOT reduce speed, but prolong the virtual travel distance or reduce the effective speed both with the same result of a longer movetime.Mediator said:.. the speed displayed is wrong when you don't have starting modifiers for 100% (100 infra, 100 supply, plains, 100 ESE).
Can be lower, see my values above. But my values are theoretic ->0 org, 0 Infra, blizzard, no oil supply, etc.; simply the worst possible case.Mediator said:What makes this so nice, is the minimum speed which seems to be 0,5 mph (135/269) no matter which unit type.
It is, once from modifiers.csv AND(!) from ...\map\terrain types.csv.Mediator said:the terrain modifier is applied twice when moving.
The first I did, is set all values in "terrain types.csv" to 1.0, this is a good starting point. Then you can use my formula, it represents 3 days of work. What you need to get the distance is: try to get perfect conditions, no CoS with school of manoeuvre, plains and at first let your unit march towards the destination, then calculate ETA - now = movetime. Then under those conditions the ONLY factor missing in effective speed is infra. Example: MT = 20 hours, infra (destination) = 50%, displayed speed = 5 mphMediator said:I think I will stop to dig around in the movement logics since I can't find them.
infra factor = 1.35
MT = distance / speed * infra
distance = MT / infra * speed
distance = 20 / 1.35 * 5 = 74 miles
effective speed = speed / infra = 3.70 mph
I would not use air ranges. I think my method is quite precise. After you have distance, you can do all kinds of calculations.
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