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How to handle with [drained] wetland and small dikes on a lake

 
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How to handle with [drained] wetland and small dikes on... - 8/8/2014 3:09:03 PM   
harry_vdk

 

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From: Drachten
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Hi,

I am working on a new map located in the Netherlands and look how to implement [drained] wetland.

Question 1:
Right now all the green hexes are [drained] wetland (below see-level) and no area for heavy armed vehicle. Only the roads are save to drive. How can this implement?

Question 2:
Can a road on a dike trough a lake?




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RE: How to handle with [drained] wetland and small dike... - 8/8/2014 4:35:01 PM   
cbelva


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There are limitation to what can be done. Like you can't break down terrain movement based on whether it is a vehicle or leg.

For wetland hexes I would set the mobility at "9" if you want units to avoid them. They can still cross them, but they will have a strong tendency to remain on roads. I have a map where I had swamp terrain. I made the swamp a 9 for mobility and very low for visibility. (are the darker green hexes swamp?).


For your second question I think you are asking if roads on the lakes will work like they are laid across dikes. Is that what you are asking. I really don't know. You can set it up and see if it works. If not, you may need to make the hex where the road runs thru it a land hex.

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RE: How to handle with [drained] wetland and small dike... - 8/8/2014 5:38:51 PM   
CapnDarwin


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Charles is on track. To limit movement make the movement hindrance high/max. For the dikes over water, try a 5 to 7 hindrance. Slower than a normal road. You can also see about using bridges. Not sure if you can place one water to water. We need to add a number of features to the maps for no vehicles, impassable, etc.

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RE: How to handle with [drained] wetland and small dike... - 8/9/2014 6:55:06 AM   
harry_vdk

 

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From: Drachten
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Thanks for the replay. Its my first try of making a map and fun to do it.

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RE: How to handle with [drained] wetland and small dike... - 8/9/2014 2:20:14 PM   
CapnDarwin


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Lost my post from yesterday I see, but you can also place bridges across any number of "lake" type tiles. I would test this on a single road/dike and see if you can lead units over the odd bridge arrangement.

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RE: How to handle with [drained] wetland and small dike... - 8/13/2014 1:08:10 PM   
harry_vdk

 

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From: Drachten
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Hi,

This is my second attempt.

based on a old original map from this location.


Everything works except avoiding the [drained] wet[grass]land marked with a medium blue border around a green hex. The wet[grass]land marked with a small blue border may access but with a mobility at "9".

The dike works correct.

For test purpose i have made a test scenario "HL_BS and now for something completely different.scn" filled with the OOB from "NL_BS Thors Hammer"







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RE: How to handle with [drained] wetland and small dike... - 8/13/2014 7:24:38 PM   
Kado


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This looks really good. Are you going to release it once you're done with testing?

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RE: How to handle with [drained] wetland and small dike... - 8/13/2014 7:57:37 PM   
harry_vdk

 

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quote:

ORIGINAL: Kado

This looks really good. Are you going to release it once you're done with testing?


Sure,


a preview can by found on:
quote:


This is my second attempt.



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Post #: 8
RE: How to handle with [drained] wetland and small dike... - 8/13/2014 9:48:02 PM   
Mad Russian


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Is there a difference in movement for the AI between the water barriers on the hexsides? I see that you have them in different widths.

Also, what about roads on the lakes? You have some bridges in some interesting places.

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RE: How to handle with [drained] wetland and small dike... - 8/14/2014 8:17:33 AM   
harry_vdk

 

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quote:

Is there a difference in movement for the AI between the water barriers on the hexsides? I see that you have them in different widths.


Yes,

Take a look of a this picture. This place is medium bad.

How can a armed vehicle save crossed barriers like this. The grassland is almost floating on water.

For heavy stuff we use "rijplaten"

All the "medium blue border around a green hex" tiles like this. This the reason I was looking a way of avoiding those tiles.

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Post #: 10
RE: How to handle with [drained] wetland and small dike... - 8/14/2014 8:22:41 AM   
harry_vdk

 

Posts: 338
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From: Drachten
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quote:

ORIGINAL: harry_vdk

quote:

Is there a difference in movement for the AI between the water barriers on the hexsides? I see that you have them in different widths.


Yes,

Take a look of a this picture. This place is medium bad.

How can a armed vehicle save crossed barriers like this. The grassland is almost floating on water.

For heavy stuff we use "rijplaten"

All the "medium blue border around a green hex" tiles like this. This the reason I was looking a way of avoiding those tiles.



Suggestion:
new Hexside Obstacle ID = 10, Skip this tile always.

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Post #: 11
RE: How to handle with [drained] wetland and small dike... - 8/14/2014 12:09:42 PM   
Tazak

 

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I like the look of the first map which with increased movement rates at 7 or 8 would work better, the others with rivers everywhere have me thinking that the AI might try bridging everywhere.

For long roads over water areas, if memory serves me right the engine looks for 80% covering of a tile so as long as there is 80% of ground W/road and the remaining 20% water it might work okay.

< Message edited by Tazak -- 8/14/2014 1:12:01 PM >


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RE: How to handle with [drained] wetland and small dike... - 8/14/2014 1:03:51 PM   
harry_vdk

 

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From: Drachten
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quote:

ORIGINAL: Tazak

I like the look of the first map which with increased movement rates at 7 or 8 would work better, the others with rivers everywhere have me thinking that the AI might try bridging everywhere.

For long roads over water areas, if memory serves me right the engine looks for 80% covering of a tile so as long as there is 80% of ground W/road and the remaining 20% water it might work okay.


I have a (low) movement rate by the nature of the small roads. and very little movement space. This sample of a local road. But I will increased movement speed and looks how its react.

< Message edited by harry_vdk -- 8/14/2014 2:09:33 PM >

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RE: How to handle with [drained] wetland and small dike... - 8/15/2014 7:30:02 AM   
harry_vdk

 

Posts: 338
Joined: 6/10/2014
From: Drachten
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quote:

ORIGINAL: harry_vdk

quote:

ORIGINAL: Tazak

I like the look of the first map which with increased movement rates at 7 or 8 would work better, the others with rivers everywhere have me thinking that the AI might try bridging everywhere.

For long roads over water areas, if memory serves me right the engine looks for 80% covering of a tile so as long as there is 80% of ground W/road and the remaining 20% water it might work okay.


I have a (low) movement rate by the nature of the small roads. and very little movement space. This sample of a local road. But I will increased movement speed and looks how its react.


I have increased movement rates and removed the extra Hexside Obstacle ID. as result there is no difference with the 2 wet[grass]land types.

version 1.01

The movements are ok but there are a lot of bridges and I cant find why?


note:
this is a result of AI2AI run.

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Post #: 14
RE: How to handle with [drained] wetland and small dike... - 8/15/2014 9:20:40 AM   
Tazak

 

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I suspect you may have missed a few hexside obstacle IDs but those bridges into the lakes have me confused with what the AI was trying to do (other than drown itself)

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RE: How to handle with [drained] wetland and small dike... - 8/15/2014 2:49:17 PM   
harry_vdk

 

Posts: 338
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From: Drachten
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quote:

ORIGINAL: Tazak

I suspect you may have missed a few hexside obstacle IDs but those bridges into the lakes have me confused with what the AI was trying to do (other than drown itself)


Thanks for the right direction.

I was implementing the hexside obstacle ID wrong, I was using it as a island and not as riverbed. and v205 handle bridges better (with this map).

version 1.02



< Message edited by harry_vdk -- 8/15/2014 3:50:57 PM >

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