Joel Billings
Posts: 32265
Joined: 9/20/2000 From: Santa Rosa, CA Status: offline
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You probably aren't seeing the extra movement cost because you are moving in friendly territory where you always subtract 1 MP even in poor road hexes, and if you stick to better roads subtract more. So if moving in a clear light mud hex you pay only 1 MP. It's only as you cross rivers or move in non-clear terrain the MPs go up. The dominant weather in the area is clear during the summer, so what's impacting things is the weather fronts that come in, which add a ton of variability. I suppose there could be a non-random weather that could be developed that would basically be a script of weather front movements for the entire game. That is not a trivial task to come up with, even if the code was set up in the editor to create such a script and execute it (and it isn't). It would basically have to allow the entry of a weather front center location and size for each weather front on the map for each turn. There would still be randomness in which hexes get impacted, but it would give you control over the major flow of the weather. Now this would be a three front task. 1) Writing the code to allow for the entry of the data for fronts each turn for the war 2) Writing the code to allow setting the non-random weather preference and have it execute that instead of normal weather. 3) Coming up with a roughly 200 turn list of weather fronts location and size for each turn. The person/group doing this would need to understand how the weather system uses the weather front location and the date to determine what the weather front does to the weather in different climate zones. In some ways the last part is probably the hardest. Pavel could probably do the programming part without too much difficulty (I do not claim to be a programmer so I could be wrong about this, and it would take some time). Coming up with item 3 would be a very large task, especially if you wanted it to be "historical" as opposed to our generic (and not necessarily correct) thinking about what the weather was like at different times of the war (especially across the entire playable areas of the map). If there are any amateur (or better, professional) meteorologists out there that would like to come up with a "historical" weather table of weather fronts, let me know. Or even better start a group effort to come up with the info - but before you go too far I'd need to confirm that this system could be programmed if we had the data. There may be a simpler way to provide players with less randomness, but it doesn't come immediately to my mind. While we see the semi-randomness in the weather as a feature, we recognize that it can be disconcerting when you get an outlier result with extreme weather (tons of rain/blizzards or no rain/blizzards). The system I mention above would be more for those wanting a known commodity (basically a tournament play option).
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All understanding comes after the fact. -- Soren Kierkegaard
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