Terrain cost though not implemented as a terrain cost.. (used for other features) seems to render the terrain impassable if a -# is used for the cost... to enact some other feature.. I havnt played around with this much just wondering if anyone else noticed issues with passability...
I use a system allowing for units to move faster over roads and paths so i use more terrains than most
basics for adjusting base movement speed via terrain
Dwarf depth=shallow watter =.8
Human depth=waist deep =.7
giant depth=swimming or giants
really deep=boats or undead
slopped=slope=.875
steep=steep=.5
grass=fields =.902
desert=path=.875
rocky=Road=1.00
marsh=rugged= .851
snow=trail=.949
unused0 ?
unused1 ?
unused2 ?
Walking impassable =no walk
flying impassable =no fly
Terrain costs - terrain costs when a - number
Point, I'm sure you're well aware, but certain terrain values affect other things than just movement speeds right? Walking impassible for example, wont let floating units like souless over them, unless you edit every unit that normally goes on steep... but then you have lots more monster tags... Also, terrains like rock and snow affect how well explosives work on them. Try throwing a dwarf bottle onto rock vs snow. It'll explode 10/10 on the rock, but dud about 8/10 times on the snow. Also, flaming arrows won't ignite on rock or snow, but will on grass.... Just some thoughts.
true enough... rock= paved or stone road in my translation so that is the same and as far as units go i modified their terrain movement to compensate. as for the snow i dont use it much mainly sand for "slower moving roads"
the terrain cost I know effects other elements I assume its still the same as in the last 1.5 readme though I really havnt experimented with the terrain costs actual effects
the terrain cost I know effects other elements I assume its still the same as in the last 1.5 readme though I really havnt experimented with the terrain costs actual effects
if one does not learn from the failings of the past they are likely to suffer its return.