How MOVE part work?



  • one MOVE and six MOVE looks no different, how to make creep faster?



  • There is no different if your # of MOVE larger than # of other parts. Add MOVE parts cannot help you move faster.



  • [ work, work, work, move ] and [ work, work, work, move, move, move ] , what‘s the different ?





  • to summarize: You creep has so called "fatigue". Each MOVE generates 2 movement (per turn), every other Bodypart generates 2 fatigue (per move command). Now on moving (requires initial 0 fatigue), if the generated fatigue is bigger than the generated movement (= greater 0), the creep moves in that turn and the remaining fatigue "carries over" to the next tick. Now the creep has to rest the next tick(s), decreasing the remaining fatigue by the movement generated from the move parts, until fatigue is back to 0.

    [MOVE,ATTACK] -> 2 movement, 2 fatigue => can move every tick
    [MOVE,WORK,WORK] -> 2 movement, 4 fatigue => can only move once per 2 ticks
    [MOVE,MOVE,ATTACK,ATTACK,HEAL,TOUGH] -> 4 movement, 6 fatigue (TOUGH does not conribute any) => can only move every 2 ticks, the distribution of move and fatigue parts is very unfortunate, optimal usage would be either having another move part (1 move/tick) or another fatigue part (still 1 move/2 ticks).

    Roads improve movement: bodyparts only generate 1 fatigues, swamp increases the fatigue per bodypart to 10. TOUGH does not generate fatigue, CARRY does not generate fatigue if it is empty.



  • TOUGH does not generate fatigue

    I believe it's not correct. Just tested it. Created a creep with [MOVE, TOUGH, TOUGH, TOUGH] body and it moves every 3 ticks.



  • Thx a lot, and the calculator is most helpful.