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Mud road values - 12/5/2001 3:00:00 AM   
generalrichmond

 

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From: richmond, va
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Thought there would have been posts for this under 'mud roads', but no.. So what IS the value of a mud road as far as movement? Let's say it's a Tiger. Mud hex is 4 MPs for tracked, and a road is 1 MP. Is it 1, 4, or 2 (half increase)? Also, does it retain the breakdown factor of a regular mud hex or is it the value of a road hex? Or split the difference?

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- 12/5/2001 3:26:00 AM   
john g

 

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Joined: 10/6/2000
From: college station, tx usa
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quote:

Originally posted by General Richmond:
Thought there would have been posts for this under 'mud roads', but no.. So what IS the value of a mud road as far as movement? Let's say it's a Tiger. Mud hex is 4 MPs for tracked, and a road is 1 MP. Is it 1, 4, or 2 (half increase)? Also, does it retain the breakdown factor of a regular mud hex or is it the value of a road hex? Or split the difference?
I just checked the Hurting in the Hurtgen campaign, the only place I can remember mud roads. There the movement is 2 per hex for tracked. I don't recall having any tanks breakdown on it so I would guess it is road breakdown not mud breakdown.
thanks, John.

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- 12/5/2001 3:04:00 PM   
skukko


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Joined: 10/24/2000
From: Finland
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In 6th release breakdown and movement penalties were tuned up for mud,rough and swamp. Penalties are so high now that AI seeks better path outside of the 'muddy road'. But I don't know formula how these are counted. and if you haven't seen muddy roads and terrains then you haven't seen east front mosh

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mosh

If its not rotten, shoot again

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- 12/7/2001 1:39:00 AM   
RockinHarry


Posts: 2963
Joined: 1/18/2001
From: Germany
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quote:

Originally posted by General Richmond:
Thought there would have been posts for this under 'mud roads', but no.. So what IS the value of a mud road as far as movement? Let's say it's a Tiger. Mud hex is 4 MPs for tracked, and a road is 1 MP. Is it 1, 4, or 2 (half increase)? Also, does it retain the breakdown factor of a regular mud hex or is it the value of a road hex? Or split the difference?
As roads negate all underlying terrain, 1 MP for the Road is used and mud is negated. Same with "breakdown", ...road counts! If JohnG noticed 2 MP, then probably an additional "weather" modifier (+1) has been used. Hit "I" key for terrain effects screen. If you want "real" mud roads, then either completely leave away the roads, or place a trail ontop the mud instead. This way still 1 MP will be consumed, but the breakdown chance for mud will be used! (..also the AI likes to use this) BTW: You can create this kind of mud roads easily with ectizens "inferior roads" tool or with SDQ, too. To be found here: http://www.ectopia.net/~ectizen/ ___________
Harry

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