Storms and naval movement penalty

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Laki
Posts: 22
Joined: Mon Jan 30, 2023 2:27 pm

Storms and naval movement penalty

Post by Laki »

Hello, I have been trying to wrap my head around the weather map mode and weather zone data as I'm thinking about creating a custom weather map with a lot more weather zones to allow for more gradual changes in weather in comparison to the current system.


Maybe I'm missing something obvious, but it seems like naval units are not effected by weather movement penalties.

When testing I set the Storm movement penalty to +8.
Screenshot 2023-08-30 205843.png
Screenshot 2023-08-30 205843.png (1.05 MiB) Viewed 922 times

Ships can still move their full range in storm hexes. With +8 in storms the naval unit in the picture should run out of movement in the first storm hex.
Screenshot 2023-08-30 211516.png
Screenshot 2023-08-30 211516.png (5.11 MiB) Viewed 922 times

(Storm graphics are modified as the vanilla ones are barely noticeable)
Nginear
Posts: 186
Joined: Sun Sep 04, 2022 5:29 pm
Location: 'MERICA

Re: Storms and naval movement penalty

Post by Nginear »

I haven't tried those settings, but maybe those columns only affect ground units?
I'm learning there are many unwritten rules in the editor. I added a Naval attack to a transport....it wouldn't attack. Devs said that's the way it is written.
Laki
Posts: 22
Joined: Mon Jan 30, 2023 2:27 pm

Re: Storms and naval movement penalty

Post by Laki »

From what I understand the problem is that sea is not a ground type so it cannot have any movement penalties. It is not on the list:
Screenshot 2023-09-02 064542.png
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Hubert Cater
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Re: Storms and naval movement penalty

Post by Hubert Cater »

Thanks and this is an oversight that the 'storms' penalty is not applied to naval units when the penalty is greater than +1.

This will be fixed for the next update.
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Elessar2
Posts: 1440
Joined: Wed Nov 30, 2016 12:35 am

Re: Storms and naval movement penalty

Post by Elessar2 »

While I am most certainly NOT upset, as a scenario designer, with this change, at all, it will require us to rethink overall movement rates, which may be difficult given that the movement cap is currently 25. Bumping it up to 35 would allow me at least to make them equal to actual ship speeds on a 1:1 basis.
Nginear
Posts: 186
Joined: Sun Sep 04, 2022 5:29 pm
Location: 'MERICA

Re: Storms and naval movement penalty

Post by Nginear »

Elessar2 wrote: Wed Sep 06, 2023 11:47 pm While I am most certainly NOT upset, as a scenario designer, with this change, at all, it will require us to rethink overall movement rates, which may be difficult given that the movement cap is currently 25. Bumping it up to 35 would allow me at least to make them equal to actual ship speeds on a 1:1 basis.
Elessar you certainly can increase it above 25 APs. You use a tech to add APs to the ship. If you add 25ap and make it a level 2 tech, then that would be 75 AP (25 original + 25 + 25)

See my screenshot, done with an economic/right side tech.
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