I want that mud stay on the map (Full Version)

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Telumar -> I want that mud stay on the map (4/2/2007 12:24:17 AM)

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.




JAMiAM -> RE: I want that mud stay on the map (4/2/2007 1:58:26 AM)

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




JAMiAM -> RE: I want that mud stay on the map (4/2/2007 1:58:50 AM)

...April Fools!




Veers -> James=Lame (4/2/2007 2:03:46 AM)

Was that even funny? [8|][:D]




Terminus -> RE: James=Lame (4/2/2007 2:18:02 AM)

Maybe... I'm not sure it was an April Fool's thingamy, though...




Telumar -> RE: I want that mud stay on the map (4/2/2007 2:35:39 AM)

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..




JAMiAM -> RE: I want that mud stay on the map (4/2/2007 3:33:06 AM)


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.




JAMiAM -> RE: James=Lame (4/2/2007 3:34:28 AM)


quote:

ORIGINAL: Veers

Was that even funny? [8|][:D]

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




Telumar -> RE: I want that mud stay on the map (4/2/2007 4:00:26 AM)


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?[;)][sm=00000289.gif]




Veers -> RE: James=Lame (4/2/2007 6:28:56 AM)


quote:

ORIGINAL: JAMiAM


quote:

ORIGINAL: Veers

Was that even funny? [8|][:D]

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

Ouch. [:D]




Fidel_Helms -> RE: I want that mud stay on the map (4/2/2007 8:18:00 AM)

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.




Silvanski -> RE: I want that mud stay on the map (4/2/2007 8:47:56 AM)

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 [;)]




Boonierat -> RE: I want that mud stay on the map (4/2/2007 9:09:46 AM)

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.




Telumar -> RE: I want that mud stay on the map (4/2/2007 6:07:20 PM)


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.




Boonierat -> RE: I want that mud stay on the map (4/2/2007 6:21:27 PM)


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.




Raindem -> RE: I want that mud stay on the map (4/2/2007 10:33:03 PM)


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.




Telumar -> RE: I want that mud stay on the map (4/2/2007 11:08:44 PM)


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..[:D]

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.




Raindem -> RE: I want that mud stay on the map (4/3/2007 5:10:18 AM)

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.




Boonierat -> RE: I want that mud stay on the map (4/3/2007 8:12:42 AM)


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 [:(]




Telumar -> RE: I want that mud stay on the map (4/3/2007 10:11:19 PM)

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:

[image]http://img126.imageshack.us/img126/2273/mudornomudpn4.jpg[/image]




Veers -> RE: I want that mud stay on the map (4/3/2007 10:25:58 PM)

Bummer dude.




Telumar -> RE: I want that mud stay on the map (4/5/2007 4:23:12 AM)


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.




Veers -> RE: I want that mud stay on the map (4/5/2007 6:06:42 AM)

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?




Boonierat -> RE: I want that mud stay on the map (4/5/2007 8:28:26 AM)

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.




Curtis Lemay -> RE: I want that mud stay on the map (4/5/2007 3:28:52 PM)

Sometimes mud doesn't really start to appear until you move something through it.




Telumar -> RE: I want that mud stay on the map (4/5/2007 5:57:38 PM)

@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 [:D])

Thank you all, guys! Grazie.








a white rabbit -> RE: I want that mud stay on the map (4/7/2007 3:28:52 PM)


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..




Telumar -> RE: I want that mud stay on the map (4/7/2007 3:39:03 PM)


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...




a white rabbit -> RE: I want that mud stay on the map (4/7/2007 7:22:24 PM)


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....?...




ColinWright -> RE: I want that mud stay on the map (4/22/2007 11:56:36 AM)

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[/].




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