Whenever an action is performed, every step is repeated from the beginning with the exception of the movement order list that is created first. The movement order list is, importantly, the only calculation that is preserved throughout the course of a turn. Example of distance calculation from Mia to various enemies: In that case, the distance is considered "undefined." All distances that are "undefined" are considered equal for the purpose of tiebreakers. This means that it is possible for there to be no path at all if B is on a tile that is unpathable for unit A. The distance includes the tile that B occupies. Untraversable tiles for unit A's movement type cannot be used in the path. When constructing these paths, forests are worth 2 tiles for infantry, while trenches are worth 3 tiles for cavalry. So when calculating distance from A to B, find the shortest path from A to B. When calculating distance in this guide, it is actually saying to calculate the shortest distance. This is because distance uses the movement type of the unit related to A and factors in terrain that may hinder that movement type. Distance calculation is a one-way calculation, meaning the distance from A to B is not necessarily the same as the distance from B to A. Between tiles in the same row, the one on the right always has priority.Ĭalculating distance is a function that is performed for various tiebreakers, which determines the distance from unit/tile A to unit/tile B. A tile that is in a higher row than another always has priority. Thus the highest priority tile is at the top right corner of the map.Īn easier way to visualize the priority relation between tiles is to remember the hierarchy of: Up > Right > Left > Down. Tile priority is numbered from lowest to highest starting from the bottom left corner tile of the map, going right, and wrapping back up each row. Tile priority is the final tiebreaker for all situations where the AI must choose between multiple tiles. If two reinforcements result from a kill trigger and a turn-based trigger, then the reinforcement resulting from the kill trigger will take precedence over the turn-based one for slot order. If two reinforcements result from two different kill triggers like in the previous example, then their slot order is respective to the slot order of their kill trigger targets. If they do not share the same trigger (for example, one reinforcement comes from killing a red mage, while another comes from killing a blue mage), then their slot order depends on their respective deploy mechanisms. If there are multiple reinforcements that would be deployed in the same turn, if they share same trigger (for example, two reinforcements that appear on Turn 2, or two reinforcements from killing Legion), then they will have a pre-determined arbitrary slot order based on the map. For instance, if there are 4 starting enemy units and a reinforcement appears on Turn 2, that reinforcement will be in the 5th slot. A unit that dies does not have its slot replaced reinforcements will always use the last unoccupied slot. Reinforcements will always have a later slot number than units currently deployed. If you want enemy slot order info for each map, visit the FEH Wiki and search the specific map for which you info. However, a general pattern is that Heroes have lower slot number than generic enemies in a given map. There is no way to tell their slot number at a glance, although in arena the enemy's deployment mirrors the player's. Higher slot number will give the unit more priority in being targeted by both allies and enemies, and also give it the edge in attack priority.Įnemies also have a slot order, based on the map. In the context of the tiebreaker, lower slot number will give units the edge in movement and assist priority. Slot order is numbered from lowest to highest going from left to right on your team. The only exception is for Offensive Movement Assists, where the tile on which the potential targets are standing are examined instead. Slot order is the final tiebreaker for most situations where the AI must choose between multiple units.
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