Double terrain - how does it work?

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BigDuke66
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Double terrain - how does it work?

Post by BigDuke66 »

Just checking some scenarios and wondered about the graphics as some hexes looked like forest but popup only showed me light woods, what did not match the light woods graphic.
After loading it into the editor I saw that there are 2 types of terrain, forest & light woods.
So how does this work in game, are both terrains & its features applied?
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Lobster
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RE: Double terrain - how does it work?

Post by Lobster »

The mouse over shows light woods but the movement cost is for forest. I've seen this posted as a bug before but it persists. If I recall correctly the game is supposed to pick the highest movement point terrain and the terrain that affords the best defense if there is more than one in a hex. Why a mouse over does not show forest is bewildering.
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RE: Double terrain - how does it work?

Post by Shadrach »

Could it be intentional from the designer, maybe there's something about it in the documentation for the scenario? Like a movement modifier based on another factor than just the terrain showing? I guess a "better" way could be to make the hex rocky instead, depending on needs of course.
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BigDuke66
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RE: Double terrain - how does it work?

Post by BigDuke66 »

I know from Operation Neva that badlands are used on the map, and the graphics for it are overridden by blank graphic files.
The PDF for it notes:
"To represent the relative thin ice, larger areas of frozen lake and swamps have a underlying layer of badlands added."

In my case I don't find any hind to such design feature and I doubt that some kind of additional effect is wanted, maybe forest on the map was simply expanded without removing the light woods terrain.
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RE: Double terrain - how does it work?

Post by larryfulkerson »

I was surprised to hear that you can put more than one terrain type in a hex. Really? How many terrain types are allowed? What's the advantage to doing that?
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rhinobones
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RE: Double terrain - how does it work?

Post by rhinobones »

Larry

There are multiple ways where overlaying terrain types is useful. A few examples:
Hills covered in light or heavy forest
Sand and rock as in North Africa (you have that same terrain in Tucson)
Light and heavy forest where an area of light forest blends into heavy forest

I’m sure the creative designers can find other cases where a mixed terrain is desirable. If nothing else, I think it tends to make the map graphics more attractive.

I do agree with the report above. During game play TOAW needs to display all terrain types located in observed hexes.

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