Movement class and ground conditions

Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.

Moderators: Panther Paul, Arjuna

Post Reply
User avatar
Deathtreader
Posts: 1058
Joined: Tue Apr 22, 2003 3:49 am
Location: Vancouver, Canada.

Movement class and ground conditions

Post by Deathtreader »

Hi,

I've been reading thru both the Scen Maker and Estab editor manuals and hit something that (to me at least) appears to be contradictory. The following excerpt is from page 64 of the Scenmaker manual:

Ground Condition
To set the ground condition:
Ħ Choose the desired condition from the drop down list.
The ground condition can be Normal, Muddy, Quagmire, Snow or Ice. Their effect on movement varies with the Move Type of units as per the adjacent table.
Table 5 ¡V Ground Condition Movement Effects
Move Type
Normal
Mud
Quagmire
Snow
Ice
Bicycle
100
60
50
60
80
Foot
100
60
50
70
80
Half-tracked
100
60
50
60
80
Horse
100
65
55
65
82.5
Tracked
100
70
60
70
85
Wheeled
100
60
50
60
80



And the following is from page 26 of the Estab Editor Manual :

Move Class - either foot, bycycle, horse, halftrack, tracked, wheeled, air, sea or sub. Air Sea and Sub are not supported at the moment ( so do not use them ). In effect the remaining classes are converted to either motorised ( wheeled, tracked or half-tracked ) or non-motorised ( foot, byclcle, horse ). We aim to cater specifically for each class in the future.

Does this mean that the table #5 above is not actually used by the engine yet?? Or something else??

Rob.
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
User avatar
Arjuna
Posts: 17768
Joined: Mon Mar 31, 2003 11:18 am
Location: Canberra, Australia
Contact:

RE: Movement class and ground conditions

Post by Arjuna »

No it's used but it only applies to the groundConditionMovementModifier which modifies a unit's moveRate. So while the base moveRate will be either motorised ( ie wheeled ) or non-motorised ( ie foot ) it will be modified in accordance with table #5 based on its actual moveType ( eg.tracked ). Does that make senese to you?
Dave "Arjuna" O'Connor
www.panthergames.com
User avatar
Deathtreader
Posts: 1058
Joined: Tue Apr 22, 2003 3:49 am
Location: Vancouver, Canada.

RE: Movement class and ground conditions

Post by Deathtreader »

ORIGINAL: Arjuna

No it's used but it only applies to the groundConditionMovementModifier which modifies a unit's moveRate. So while the base moveRate will be either motorised ( ie wheeled ) or non-motorised ( ie foot ) it will be modified in accordance with table #5 based on its actual moveType ( eg.tracked ). Does that make senese to you?

If by this you mean that eventually each movement class will have it's own base moveRate instead of a more generic motorized or foot base moveRate then "yes" it makes sense.
If you meant something else then I am still drifting with the tide...........

Rob.[:D]
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
User avatar
Arjuna
Posts: 17768
Joined: Mon Mar 31, 2003 11:18 am
Location: Canberra, Australia
Contact:

RE: Movement class and ground conditions

Post by Arjuna »

It makes sense! [:)]
Dave "Arjuna" O'Connor
www.panthergames.com
Post Reply

Return to “Command Ops Series”