Posted: Mon May 15, 2006 1:51 am
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
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