<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[movement speed - from odd no. of parts]]></title><description><![CDATA[<p>So the documentation states, due to rounding that
ATTACK,ATTACK,ATTACK,MOVE,MOVE
will move at 1sq per 2 ticks due to round, makes sense because 1.5 rounds to 2. what about when its less that 1.5 like 1.33 etc. eg:</p>
<p>7 work, 3 move on a road. which i think comes out as 1.1666</p>
]]></description><link>http://screeps.com/forum/topic/2993/movement-speed-from-odd-no-of-parts</link><generator>RSS for Node</generator><lastBuildDate>Sat, 18 Apr 2026 04:15:26 GMT</lastBuildDate><atom:link href="http://screeps.com/forum/topic/2993.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 03 Jun 2020 19:41:52 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to movement speed - from odd no. of parts on Invalid Date]]></title><description><![CDATA[<p>So the documentation states, due to rounding that
ATTACK,ATTACK,ATTACK,MOVE,MOVE
will move at 1sq per 2 ticks due to round, makes sense because 1.5 rounds to 2. what about when its less that 1.5 like 1.33 etc. eg:</p>
<p>7 work, 3 move on a road. which i think comes out as 1.1666</p>
]]></description><link>http://screeps.com/forum/post/15233</link><guid isPermaLink="true">http://screeps.com/forum/post/15233</guid><dc:creator><![CDATA[MadDokMike]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to movement speed - from odd no. of parts on Invalid Date]]></title><description><![CDATA[<p>most parts add 1 fatigue times terrain multiplier (road = 1, plain = 2, swamp = 10). Each MOVE cures 2 fatigue per tick.</p>
<p>Look at the Creep section of the API docs for exceptions such as empty vs full CARRY.</p>
]]></description><link>http://screeps.com/forum/post/15235</link><guid isPermaLink="true">http://screeps.com/forum/post/15235</guid><dc:creator><![CDATA[MaxPowers]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to movement speed - from odd no. of parts on Invalid Date]]></title><description><![CDATA[<p>Your calculations are correct, but the time is always rounded up to the next larger whole number. It's more like the ceil() function than rounding. So your creep would be able to move every 2 ticks.</p>
]]></description><link>http://screeps.com/forum/post/15236</link><guid isPermaLink="true">http://screeps.com/forum/post/15236</guid><dc:creator><![CDATA[JBYoshi]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to movement speed - from odd no. of parts on Invalid Date]]></title><description><![CDATA[<p>thankyou. that helps. so i'd need 4 move for 7 parts. also does a swamp with a road just become normal road speed ? it seems to. So goes from 10 to 1.</p>
]]></description><link>http://screeps.com/forum/post/15238</link><guid isPermaLink="true">http://screeps.com/forum/post/15238</guid><dc:creator><![CDATA[MadDokMike]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to movement speed - from odd no. of parts on Invalid Date]]></title><description><![CDATA[<p>roads are always 1... walls, swamps, and plains</p>
]]></description><link>http://screeps.com/forum/post/15239</link><guid isPermaLink="true">http://screeps.com/forum/post/15239</guid><dc:creator><![CDATA[MaxPowers]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>