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== Consumption of the movement points == {| cellspacing=0 cellpadding=2 style="border: 1px solid black; text-align: center; margin:0 0 10px 7px; background:#{{Tan 3}}; float:right;" |+ style="text-align:center;" | '''Movepoints consumption''' |- style="background-color:#{{Tan 2}};" ! Terrain ! width=35px| % ! width=35px| Str.<br>step ! width=35px| Diag.<br>step |- style="background-color:#{{Tan 4}};" | style="text-align:left;"| [[File:Dirt (s).gif]] [[Dirt]]<br>[[File:Grass (s).gif]] [[Grass]]<br>[[File:Lava (s).gif]] [[Lava]]<br>[[File:Subterranean (s).gif]] [[Subterranean]]<br>[[File:Water (s).gif]] [[Water]]{{showwithhota|<br>[[File:Highlands (s).gif]] [[Highlands]]{{-wh}}}}|| 100%|| 100|| 141 |- | style="text-align:left;" | [[File:Rough (s).gif]] [[Rough]]{{showwithhota|<br>[[File:wasteland (s).gif]] [[Wasteland]]{{-wh}}}}|| 125%|| 125|| 176 |- style="background-color:#{{Tan 4}};" | style="text-align:left;" | [[File:Sand (s).gif]] [[Sand]]<br>[[File:Snow (s).gif]] [[Snow]]|| 150%|| 150|| 212 |- | style="text-align:left;" | [[File:Swamp (s).gif]] [[Swamp]]||175%||175||247 |- style="background-color:#{{Tan 4}};" | style="text-align:left;" | [[File:Road1 (dirt) 32x32.gif]] [[Road|Dirt road]] || 75%|| 75 || 106 |- | style="text-align:left"| [[File:Road2 (gravel) 32x32.gif]] [[Road|Gravel road]] || 65% || 65 || 91 |- style="background-color:#{{Tan 4}};" | style="text-align:left;" | [[File:Road3 (cobblestone) 32x32.gif]] [[Road|Cobblestone road]] || 50% || 50 || 70 |- | style="text-align:left"| [[Favorable Winds]] || 66% || 66 || 93 |} A hero consumes the movement points while moving on the map. The basic cost for moving horizontally or vertically is 100 points and 141 points for moving diagonally (100 times square root of 2). [[Terrain penalty]] will increase this cost to 175% on [[swamp]], 150% on [[snow]] or [[sand]] and 125% on [[rough]]{{showwithhota| or [[wasteland]]{{-wh}}}}. Other types of terrain do not cause penalty. To move into a new tile hero must have at least as many movement points as the basic cost. The preceding is true with one notable, complex and buggy [[#Diagonal move exception|exception]]. All creatures (except [[Neutral creature|neutral creatures]]) have a [[native terrain]], which means that if a hero is moving on a terrain with terrain penalty, and all the creatures in hero's army are native to that terrain, the terrain penalty is eliminated. This basically concerns the following towns: [[Fortress]]{{showwithhota| and [[Cove]]{{-wh}}}} whose creatures have swamp as native terrain, [[Tower]] whose creatures have snow, [[Stronghold]] whose creatures have rough{{showwithhota|, and [[Factory]] {{-wh}} whose creatures have wasteland}}. Additionally, a hero can eliminate the sand terrain penalty if he has at least one [[Nomad]] on his army, because of their [[sandwalker]] special ability.{{showwithhota|Visiting a [[Trailblazer]]{{-wh}} will reduce the penalty for wasteland to 75% until the end of the week. Also, the expert level of the [[Pathfinding]] secondary skill completely eliminates terrain penalties.}} Moving on [[road]]s is also an exception to terrain penalty rule. No matter where the roads are laid, they always have a fixed movement cost. If a hero moves from one terrain to another, the movement points consumption will depend on: *Terrain β Terrain move - starting tile; *[[Road]] β Terrain move - terrain tile; *[[Road]] β [[Road]] move - starting tile; *[[Water]] β [[Favorable Winds]] move - starting tile. === Diagonal move exception === If a hero has fewer movement points than the number of points needed for a diagonal move on a roadless terrain (basic cost 141 points), but at least the number of points needed to make a straight move on a roadless terrain (basic cost 100 points), it's still possible to make a diagonal move as the last move in the hero's turn. The above applies to both penalty and non-penalty terrains - so e. g. for the hero on a swamp the diagonal move is possible when the hero has fewer than 247 but at least 175 movement points. The above holds on terrain tiles without roads. Roads complicate the issue ''significantly'', because their presence isn't taken into account when calculating the conditions for the cheaper diagonal move, but is taken into account when the game deducts movement points after the move. As a result the cheaper diagonal move along the road might not be the last move of the hero. E. g. when the hero is on a grass terrain (basic movement cost 100 points) and has more than 100 but less than 141 points, he can move diagonally along the [[cobblestone road]] for the cost of only 50 points. He will be left with less than 100 but more than 50 points, which enables him to move along the road once again. On high penalty terrains like swamp it's even possible to achieve two diagonal moves at a cheaper cost in a row. Due to the bug the cheaper diagonal move also isn't the last possible move for heroes who find themselves on a penalty terrain when they lead armies comprised entirely of creatures native to that terrain. In this case the game oddly 'forgets' about the terrain penalty elimination and allows the diagonal move only if the hero has at least the number of movement points needed to make a straight move calculated including terrain penalty. As a result the cheaper diagonal last move is generally unattainable for armies native to swamp and snow - because straight off-road move with penalty costs 175 and 150 points, respectively, which is greater than at most 140 points remaining with hero in this scenario. As a corollary to the above the cheaper diagonal last move is possible for native armies of rough {{showwithhota|and wasteland{{-wh}} }}- if a hero leading it has less than 141 movement points but at least 125 points. It's also possible if there are other than terrain nativity means of reducing penalty to movement, namely: * [[Pathfinding]] skill * {{showwithhota|[[Wayfarer's Boots]]{{-wh}}}} In case of the latter or Expert Pathfinding, the cheaper diagonal movement is possible in the same way as on non-penalty terrain. With lower levels of Pathfinding the last cheaper diagonal move for creatures native to penalty terrain is possible if the number of remaining hero's movement points is greater or equal to the straight move cost calculated after applying the skill. E. g. Advanced Pathfinding reduces the cost of straight move on roadless swamp to 125 points, hence the cheaper last diagonal move for swamp creatures is possible when the hero has at least that number of movement points. On roadless snow Advanced Pathfinding reduces straight move cost to 100 points, hence the cheaper last diagonal move for snow creatures is possible in the same way as on non-penalty terrain. While possibility of using the diagonal move exception as a last move is limited because of the above bug, the game enables heroes with armies comprised solely of creatures native to the given terrain to move diagonally off-road at a reduced cost of 100 points when straight movement cost calculated after applying Pathfinding skill (but not including native terrain penalty elimination): * equals 125 and the hero has between 141 and 176 movement points left, * equals 150 and the hero has between 150 and 212 movement points left, * equals 175 and the hero has between 175 and 247 movement points left. In case of movement along the road the above conditions for cheaper moves are the same but reduced cost might be less than 100 points, sometimes giving the hero opportunity to move diagonally for a lower prices twice. === Movement points consumption when flying === '''{{Flying movepoints consumption table|col=collapsed|style+=margin: 0 10px 3px 0; float: left;}}''' <div style="clear:both;"></div>
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