Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

I want that mud stay on the map

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> I want that mud stay on the map Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
I want that mud stay on the map - 4/2/2007 12:24:17 AM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
What is the muddy tile in the map editor for? When i place it in the editor, most of it disappears on the first turn of the scenario, even if the first turn is under heavy precipitation. Placed it on open, light cultivated terrain.


_____________________________

Post #: 1
RE: I want that mud stay on the map - 4/2/2007 1:58:26 AM   
No New Messages
JAMiAM
Moderator


 

Posts: 6165
Joined: 2/8/2004
Status: offline
The problem is that the crops in the hex are drinking it all up...

(in reply to Telumar)
Post #: 2
RE: I want that mud stay on the map - 4/2/2007 1:58:50 AM   
No New Messages
JAMiAM
Moderator


 

Posts: 6165
Joined: 2/8/2004
Status: offline
...April Fools!

(in reply to JAMiAM)
Post #: 3
James=Lame - 4/2/2007 2:03:46 AM   
No New Messages
Veers
Matrix Elite Guard



Posts: 1324
Joined: 6/6/2006
Status: offline
Was that even funny?

< Message edited by Veers -- 4/2/2007 2:47:51 AM >


_____________________________

To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.

(in reply to JAMiAM)
Post #: 4
RE: James=Lame - 4/2/2007 2:18:02 AM   
No New Messages
Terminus
Matrix Legion of Merit



Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Maybe... I'm not sure it was an April Fool's thingamy, though...

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Veers)
Post #: 5
RE: I want that mud stay on the map - 4/2/2007 2:35:39 AM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
quote:

ORIGINAL: JAMiAM

The problem is that the crops in the hex are drinking it all up...


Haha.

Is there no way to kep them on the map? They must have a use at least..

< Message edited by Telumar -- 4/2/2007 2:36:03 AM >


_____________________________


(in reply to JAMiAM)
Post #: 6
RE: I want that mud stay on the map - 4/2/2007 3:33:06 AM   
No New Messages
JAMiAM
Moderator


 

Posts: 6165
Joined: 2/8/2004
Status: offline

quote:

ORIGINAL: Telumar

quote:

ORIGINAL: JAMiAM

The problem is that the crops in the hex are drinking it all up...


Haha.

Is there no way to kep them on the map? They must have a use at least..

No...they are just there to begin the scenario with a particular condition in the hex. If you want to make the hex permanently muddy, then use something similar in effect, like a marsh hex.

(in reply to Telumar)
Post #: 7
RE: James=Lame - 4/2/2007 3:34:28 AM   
No New Messages
JAMiAM
Moderator


 

Posts: 6165
Joined: 2/8/2004
Status: offline

quote:

ORIGINAL: Veers

Was that even funny?

Since when do my jokes have to be funny? You're starting to sound like my oldest daughter...

(in reply to Veers)
Post #: 8
RE: I want that mud stay on the map - 4/2/2007 4:00:26 AM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline

quote:

ORIGINAL: JAMiAM


quote:

ORIGINAL: Telumar

quote:

ORIGINAL: JAMiAM

The problem is that the crops in the hex are drinking it all up...


Haha.

Is there no way to kep them on the map? They must have a use at least..

No...they are just there to begin the scenario with a particular condition in the hex. If you want to make the hex permanently muddy, then use something similar in effect, like a marsh hex.


Looks like i'll need to do so. Bad thing is that the ground became muddy on D+2, that is turn 5 in this particular scenario. Before it was relatively dry. Maybe we get a better weather engine in TOAW IV?

_____________________________


(in reply to JAMiAM)
Post #: 9
RE: James=Lame - 4/2/2007 6:28:56 AM   
No New Messages
Veers
Matrix Elite Guard



Posts: 1324
Joined: 6/6/2006
Status: offline

quote:

ORIGINAL: JAMiAM


quote:

ORIGINAL: Veers

Was that even funny?

Since when do my jokes have to be funny? You're starting to sound like my oldest daughter...

Ouch.

_____________________________

To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.

(in reply to JAMiAM)
Post #: 10
RE: I want that mud stay on the map - 4/2/2007 8:18:00 AM   
No New Messages
Fidel_Helms
Matrix Veteran


 

Posts: 405
Joined: 3/9/2003
From: North Carolina
Status: offline
quote:

ORIGINAL: Telumar

What is the muddy tile in the map editor for? When i place it in the editor, most of it disappears on the first turn of the scenario, even if the first turn is under heavy precipitation. Placed it on open, light cultivated terrain.



The hotter the climate setting, the faster mud will disappear. If you want mud to stick around, make the zone colder. IIRC South Vietnam had to be set to "cold" or some form thereof in CSV to keep the Mekong in mud.

(in reply to Telumar)
Post #: 11
RE: I want that mud stay on the map - 4/2/2007 8:47:56 AM   
No New Messages
Silvanski
Matrix Legion of Merit



Posts: 2506
Joined: 1/23/2005
From: Belgium, residing in TX-USA
Status: offline
quote:

ORIGINAL: JAMiAM

The problem is that the crops in the hex are drinking it all up...


The 2nd Panzer Crops? Might be... Tigers and Panthers are thirsty beasts


< Message edited by Silvanski -- 4/2/2007 8:49:05 AM >


_____________________________

The TOAW Redux Dude

(in reply to JAMiAM)
Post #: 12
RE: I want that mud stay on the map - 4/2/2007 9:09:46 AM   
No New Messages
Boonierat
Matrix Hero



Posts: 539
Joined: 11/11/2003
From: The Boonies
Status: offline
The only good way I know to have large quantity of mud on the map is the storm event happening for several turns in a row, works good even in hot/warm climate.

_____________________________


(in reply to Silvanski)
Post #: 13
RE: I want that mud stay on the map - 4/2/2007 6:07:20 PM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline

quote:

ORIGINAL: Boonierat

The only good way I know to have large quantity of mud on the map is the storm event happening for several turns in a row, works good even in hot/warm climate.


Ok, i'll tweak around with it. If it really works good, then it would allow for a series of three or four sunny or rather mud-free turns in the beginning of the scenario. The setting in the weather zone (not in the climate at the top) - does it affect only turn one weather or is it a general likelihood? If i set it to clear visibility to have a sunny first day, does it affect the storm event? Northern or aequatorial weather zone or doesn't it matter as my map has only one weather zone?

@Fidel Helms: Yup, the climate is temperate, cool anyway. i could set it to cold, provided snow only falls in the mountains.

This leads to the next question: Cold front in combination with a storm, followed by several turns of storm.

I also have the impresion that the storm only affects the following turn, not the turn when it is actually triggered.

_____________________________


(in reply to Boonierat)
Post #: 14
RE: I want that mud stay on the map - 4/2/2007 6:21:27 PM   
No New Messages
Boonierat
Matrix Hero



Posts: 539
Joined: 11/11/2003
From: The Boonies
Status: offline

quote:

ORIGINAL: Telumar
Ok, i'll tweak around with it. If it really works good, then it would allow for a series of three or four sunny or rather mud-free turns in the beginning of the scenario. The setting in the weather zone (not in the climate at the top) - does it affect only turn one weather or is it a general likelihood?

I believe it affects only turn 1

quote:

ORIGINAL: Telumar
If i set it to clear visibility to have a sunny first day, does it affect the storm event? Northern or aequatorial weather zone or doesn't it matter as my map has only one weather zone?

I think Storms override any kind of weather, not sure though. As for polarity it only affects the direction (N to S or S to N) from which a Cool/Warm front will sweep the map.

_____________________________


(in reply to Telumar)
Post #: 15
RE: I want that mud stay on the map - 4/2/2007 10:33:03 PM   
No New Messages
Raindem
Matrix Hero


 

Posts: 696
Joined: 7/15/2000
From: Arizona
Status: offline

quote:

ORIGINAL: Fidel_Helms

quote:

ORIGINAL: Telumar

What is the muddy tile in the map editor for? When i place it in the editor, most of it disappears on the first turn of the scenario, even if the first turn is under heavy precipitation. Placed it on open, light cultivated terrain.



The hotter the climate setting, the faster mud will disappear. If you want mud to stick around, make the zone colder. IIRC South Vietnam had to be set to "cold" or some form thereof in CSV to keep the Mekong in mud.

I didn't set it to cold but you aren't far off the mark. I definately had to make the weather patterns cooler than I wanted to keep an adequate supply of mud in place. I could have gone with more storms as Boonierat suggested but that would have conflicted with other monsoon effects I had set up.

_____________________________

Grab them by the balls. Their hearts and minds will follow.

(in reply to Fidel_Helms)
Post #: 16
RE: I want that mud stay on the map - 4/2/2007 11:08:44 PM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline

quote:

ORIGINAL: Boonierat


quote:

ORIGINAL: Telumar
Ok, i'll tweak around with it. If it really works good, then it would allow for a series of three or four sunny or rather mud-free turns in the beginning of the scenario. The setting in the weather zone (not in the climate at the top) - does it affect only turn one weather or is it a general likelihood?

I believe it affects only turn 1



Ah you believe, from my tests i got the feeling that it doesn't only affect turn one. A James who knows would be well appreciated..

Ah, storms move through the zones, forgot about that, thanks.

quote:

ORIGINAL:Raindem
I didn't set it to cold but you aren't far off the mark. I definately had to make the weather patterns cooler than I wanted to keep an adequate supply of mud in place. I could have gone with more storms as Boonierat suggested but that would have conflicted with other monsoon effects I had set up.


Sounds good, didn't test yet. I want a good amount of mud in place from turn 4 on. It should really hamper all movement off roads. As said and suggested if i don't get it to work with the weather engine, i'll use marsh, but only as the last solution because i have it already in use as a modded tile representing irrigations.

Next stupid question - lightly cultivated open tiles are more likely to get and stay muddy than plain open, right? Arid ground never becomes muddy, right? That would perfectly suit.


_____________________________


(in reply to Boonierat)
Post #: 17
RE: I want that mud stay on the map - 4/3/2007 5:10:18 AM   
No New Messages
Raindem
Matrix Hero


 

Posts: 696
Joined: 7/15/2000
From: Arizona
Status: offline
quote:

ORIGINAL: Telumar
Next stupid question - lightly cultivated open tiles are more likely to get and stay muddy than plain open, right? Arid ground never becomes muddy, right? That would perfectly suit.

I don't know about cultivated, but canals and rivers definately get muddy more frequently than clear terrain.

_____________________________

Grab them by the balls. Their hearts and minds will follow.

(in reply to Telumar)
Post #: 18
RE: I want that mud stay on the map - 4/3/2007 8:12:42 AM   
No New Messages
Boonierat
Matrix Hero



Posts: 539
Joined: 11/11/2003
From: The Boonies
Status: offline

quote:

ORIGINAL: Telumar

Ah, storms move through the zones, forgot about that, thanks.




No, cool/warm fronts do, Storms affect the whole map, regardless of how many weather zones there is, that's the trouble with them

_____________________________


(in reply to Telumar)
Post #: 19
RE: I want that mud stay on the map - 4/3/2007 10:11:19 PM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Made several storm events, one per turn and for five turns in a row, climate cold, heavy precipitation. I am not satisfied with results, think i will have to use marsh hexes. Argh. Here's a pic of a test run, it's simply not enough mud, too few hexes affected and this pic is from the fifth 'storm turn' with heavy precipitation:



_____________________________


(in reply to Boonierat)
Post #: 20
RE: I want that mud stay on the map - 4/3/2007 10:25:58 PM   
No New Messages
Veers
Matrix Elite Guard



Posts: 1324
Joined: 6/6/2006
Status: offline
Bummer dude.

_____________________________

To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.

(in reply to Telumar)
Post #: 21
RE: I want that mud stay on the map - 4/5/2007 4:23:12 AM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline

quote:

ORIGINAL: Veers

Bummer dude.


Ah, marsh wouldn't be the worst. As it seems there is only one combat modifier for marsh terrain:

Marsh:
defensive anti-armor strengths x2


And that's perfectly reflecting historical conditions. However i would have preferred a weather engine based solution as the ground was relatively dry on Day 1.


_____________________________


(in reply to Veers)
Post #: 22
RE: I want that mud stay on the map - 4/5/2007 6:06:42 AM   
No New Messages
Veers
Matrix Elite Guard



Posts: 1324
Joined: 6/6/2006
Status: offline
Could you not leave the terrain nearer the beaches (which is likely to be gobbled up on the first couple days) as clear, and the later hexes (which will likely be gobbled up after the first few days) as marsh?

_____________________________

To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.

(in reply to Telumar)
Post #: 23
RE: I want that mud stay on the map - 4/5/2007 8:28:26 AM   
No New Messages
Boonierat
Matrix Hero



Posts: 539
Joined: 11/11/2003
From: The Boonies
Status: offline
Telu, if you don't use Marsh anywhere else on your map you might wanna replace the marsh tile with the mud one for a better graphic look.

_____________________________


(in reply to Veers)
Post #: 24
RE: I want that mud stay on the map - 4/5/2007 3:28:52 PM   
No New Messages
Curtis Lemay
Matrix Legion of Merit



Posts: 12969
Joined: 9/17/2004
From: Houston, TX
Status: offline
Sometimes mud doesn't really start to appear until you move something through it.

(in reply to Boonierat)
Post #: 25
RE: I want that mud stay on the map - 4/5/2007 5:57:38 PM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
@Veers: That's what i intend.

@Boonierat: That's what i intend. I don't wanna use the default marsh tile. Sadly i already modified it to represent irrigations (mainly for chrome reasons), will have to use another tile for the irrigations but i fear there is none left that would suit regarding movement and combat modifiers.

@Curtis Lemay: I know, i generated some dummy units, set theatre recon to 100  and moved them around. They're invisible on the screenhot. (as are place names )

Thank you all, guys! Grazie.






_____________________________


(in reply to Curtis Lemay)
Post #: 26
RE: I want that mud stay on the map - 4/7/2007 3:28:52 PM   
No New Messages
a white rabbit
Matrix Elite Guard



Posts: 2366
Joined: 4/27/2002
From: ..under deconstruction..6N124E..
Status: offline

quote:

ORIGINAL: Telumar

What is the muddy tile in the map editor for? When i place it in the editor, most of it disappears on the first turn of the scenario, even if the first turn is under heavy precipitation. Placed it on open, light cultivated terrain.



..yahh, me too, mud should stay some times..

..8 days serious rain, i can only move** on 4*4 Lo with full diff-lock, dat's mud..

..**move, hah, controlled but exciting muddy slither down 900m of steep hill..personally i blame it on the US administration of this colony..


_____________________________

..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,

(in reply to Telumar)
Post #: 27
RE: I want that mud stay on the map - 4/7/2007 3:39:03 PM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline

quote:

ORIGINAL: a white rabbit


quote:

ORIGINAL: Telumar

What is the muddy tile in the map editor for? When i place it in the editor, most of it disappears on the first turn of the scenario, even if the first turn is under heavy precipitation. Placed it on open, light cultivated terrain.



..yahh, me too, mud should stay some times..

..8 days serious rain, i can only move** on 4*4 Lo with full diff-lock, dat's mud..

..**move, hah, controlled but exciting muddy slither down 900m of steep hill..personally i blame it on the US administration of this colony..



haha - yeah, mud should be mud again. Could get mad about this mud...

_____________________________


(in reply to a white rabbit)
Post #: 28
RE: I want that mud stay on the map - 4/7/2007 7:22:24 PM   
No New Messages
a white rabbit
Matrix Elite Guard



Posts: 2366
Joined: 4/27/2002
From: ..under deconstruction..6N124E..
Status: offline

quote:

ORIGINAL: Telumar


quote:

ORIGINAL: a white rabbit


quote:

ORIGINAL: Telumar

What is the muddy tile in the map editor for? When i place it in the editor, most of it disappears on the first turn of the scenario, even if the first turn is under heavy precipitation. Placed it on open, light cultivated terrain.



..yahh, me too, mud should stay some times..

..8 days serious rain, i can only move** on 4*4 Lo with full diff-lock, dat's mud..

..**move, hah, controlled but exciting muddy slither down 900m of steep hill..personally i blame it on the US administration of this colony..



haha - yeah, mud should be mud again. Could get mad about this mud...


..not to mention the administration..sorry, what century are we in....?...


_____________________________

..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,

(in reply to Telumar)
Post #: 29
RE: I want that mud stay on the map - 4/22/2007 11:56:36 AM   
No New Messages
ColinWright
Matrix Legion of Merit


 

Posts: 2604
Joined: 10/13/2005
Status: offline
quote:

ORIGINAL: Telumar



I also have the impresion that the storm only affects the following turn, not the turn when it is actually triggered.


No, it has an immediate effect on the turn when it is triggered -- and the effect at least mostly goes away on the next turn. I use storms to force historical weather patterns in Seelowe[/].

_____________________________

I am not Charlie Hebdo

(in reply to Telumar)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> I want that mud stay on the map Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.906