Map parameters

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Peter Yearsley
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Map parameters

Post by Peter Yearsley »

I've been playing with Water, Woods and Hills in the Classic arena. I was interested in how my titans would fight in a really wet environment (islands and rivers), but, even with 80% Water, 10% Woods, 10% Hills, there are still only a few lakes, or, sometimes a river running across the arena. What do the percentages refer to?
Thorgrim
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Post by Thorgrim »

River is the chance a river will be on the map. Rivers (-3m) are deeper than shallow (-1m) and medium (-2m) water hexes, have a harder offensive mod, a better heat reduction and a higher BMT mod. They also dramatically increase the chance for airdrops, provided the AI has CC titans.
As you see, river is not the % of water hexes in a map, like with hills and woods.
Iceman
Thorgrim
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Post by Thorgrim »

Notice that all these 3 %s *are not* complementary among themselves, their sum does not need to be 100%. Hills might have woods, just like swamps.

Battles in wet environments might be very risky with pilots below veteran or so, as you will be making a lot of skill checks. It's good to gain XP, but you'll be kissing the ground quite a lot too.
Iceman
Peter Yearsley
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Post by Peter Yearsley »

I've been playing my team against the AI, and enjoyed the changes in tactics that was needed near water.
Thanks for your answers. So the actual percentage of hexes which have water in them is completely random (unless, presumably, some are demanded by a river being included)?
Thorgrim
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Post by Thorgrim »

Yep. Notice that when there's a river, chances are that it has fords to allow easier crossing, in the form of shallow water in classic, acid/lava&rock in Dungeon and Hell,...
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rosary
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Post by rosary »

You probably already know this but change the map options and you'll find that there are 5 different arena styles in TOS v1.4. IN Warring Suns we've increased that to 10 styles or to be completely accurate 5 world classes with 10 subsets. With the addition of campaigns, missions and multiplayer maps, I think you'll find some pretty interesting terrain to battle on.
LarkinVB
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Post by LarkinVB »

Originally posted by Peter Y:
I've been playing my team against the AI, and enjoyed the changes in tactics that was needed near water.
Thanks for your answers. So the actual percentage of hexes which have water in them is completely random (unless, presumably, some are demanded by a river being included)?

The map creating function does remove most of the single water hexes if there is no river. Therefore you should a river and some more water hexes if you set river to 100%.
Peter Yearsley
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Post by Peter Yearsley »

Thanks, Larkin. I'll play with 100% river for a while, then.
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