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Warmonger April 18th, 2012 01:44 PM

Terrain
 
Is there any place, or can someone tell me, 1) what the movement costs are of each terrain type, and 2) the defensive characteristics of each terrain type.

In a different thread it was mentioned that there are several densities of trees which affect sighting. Is there any way to identify the different densities?

Griefbringer April 18th, 2012 03:48 PM

Re: Terrain
 
The movement cost for vehicles depends on the type of vehicle in question - some vehicle types have much better cross-terrain performance than others (tracked vehicles tend to fare best).

Cross April 18th, 2012 04:26 PM

Re: Terrain
 
1 Attachment(s)
Quote:

Originally Posted by Warmonger (Post 802019)
Is there any place, or can someone tell me, 1) what the movement costs are of each terrain type, and 2) the defensive characteristics of each terrain type.

In a different thread it was mentioned that there are several densities of trees which affect sighting. Is there any way to identify the different densities?


Here's an unofficial cover and movement guide:

Keep in mind that some cover and movement is cumlative. For example, woods give additional cover over the ground type, and to move onto a slope hex (up only) will cost extra over the ground type.

As for tree density, there is no forumla, it's like real life, some trees are easier to see through than others, and depends on the visibility. Orchards can be distinguished from trees, offer the same cover as trees, but are much easier to see through than trees, I believe.


http://i43.tinypic.com/2s7jbko.png


I'll attach it to this post so you can download it and print if you want.



Cross

Warmonger April 19th, 2012 01:22 PM

Re: Terrain
 
Thanks, the guide is a big help.

I understand about the trees, my question is how can I tell which density a given set of trees is?

DRG April 19th, 2012 07:32 PM

Re: Terrain
 
The trees are all from the same set. The density is set in code. When you get there and look out you'll know what you can see or not. There is no way to just look at a map and know you will have LOS through a particular set of treed hexes or not

Don

Cross May 3rd, 2012 12:58 PM

Re: Terrain
 
1 Attachment(s)
Here's an improved version of my 'cover guide'.

Changes:

1. I removed roads from the guide as apparently units on roads get the cover of the underlying terrain.

2. I also changed stone bridges to poor and wooden bridges to very poor.

3. I removed rail/tram tracks for now, as I do not know if they are treated like roads.

I would like to do a series of tests one day, but meanwhile this is the best info I have based on hints and clues in the game guide, forum and info from older versions of the game, and one or two tests and - of course - common sense and experience.

If anyone does any tests, or knows something is wrong, please let me know so I can improve this guide.
Thanks.

http://i46.tinypic.com/154f3id.png


Find attached version 1.1

Cross


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