rickier65
Posts: 14231
Joined: 4/20/2000 Status: offline
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quote:
ORIGINAL: Ascended I don't think I understand how it works. Is there a thread or some reading material on the subject? the best guide is in the manual. I don't recall a thread devoted to how cover works, however I'll try to summarize. It sounds like you are interested in how you change the cover or concealment value of a particular location on the map. As has already been pointed out, PCO doesn't use "tiles" the map is actually drawn at a 1 pixel = 1 meter scale, and the color of the pixel determines what terrain type a particular 1 sq meter is. So, for example, you can have a road be 7 meters wide while an intersecting road may only be 4 meters wide (or whatever dimensions you choose). As for cover, units in in woods terrain, get a minimum benefit for just being in a terrain coded as woods, but the actual amount of 'cover' benefit they recieve is based on the LOS the sighting unit has to them, and the number of tree objects that LOS hits. So to increase the amount of cover benefit woods terrain provides, then you actually increase the density of trees assigned to those woods, and the Map Maker will add more trees, which results in denser woods which provides more cover. You might note that there are 3 woods levels in PCO, light woods, woods, and heavy woods.. As far as movement in different terrain, those values aren't editable. For example, wheeled and half track vehicles can not enter heavy woods terrain, and tracked vehicles have a significant speed reduction in heavy woods. In addition, Vehicles have a greater chance of bogging or breakdowns in heavy woods. And, as with sighting, this can also be affected by how dense you make the woods and what size trees you put in the woods. Thanks rick
< Message edited by Rick -- 12/17/2010 6:28:09 AM >
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