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RE: I want that mud stay on the map

Posted: Tue Apr 03, 2007 7:25 pm
by Veers
Bummer dude.

RE: I want that mud stay on the map

Posted: Thu Apr 05, 2007 1:23 am
by Telumar
ORIGINAL: Veers

Bummer dude.

Ah, marsh wouldn't be the worst. As it seems there is only one combat modifier for marsh terrain:

[font="Courier New"]Marsh:
defensive anti-armor strengths x2
[/font]

And that's perfectly reflecting historical conditions. However i would have preferred a weather engine based solution as the ground was relatively dry on Day 1.

RE: I want that mud stay on the map

Posted: Thu Apr 05, 2007 3:06 am
by Veers
Could you not leave the terrain nearer the beaches (which is likely to be gobbled up on the first couple days) as clear, and the later hexes (which will likely be gobbled up after the first few days) as marsh?

RE: I want that mud stay on the map

Posted: Thu Apr 05, 2007 5:28 am
by Boonierat
Telu, if you don't use Marsh anywhere else on your map you might wanna replace the marsh tile with the mud one for a better graphic look.

RE: I want that mud stay on the map

Posted: Thu Apr 05, 2007 12:28 pm
by Curtis Lemay
Sometimes mud doesn't really start to appear until you move something through it.

RE: I want that mud stay on the map

Posted: Thu Apr 05, 2007 2:57 pm
by Telumar
@Veers: That's what i intend.

@Boonierat: That's what i intend. I don't wanna use the default marsh tile. Sadly i already modified it to represent irrigations (mainly for chrome reasons), will have to use another tile for the irrigations but i fear there is none left that would suit regarding movement and combat modifiers.

@Curtis Lemay: I know, i generated some dummy units, set theatre recon to 100  and moved them around. They're invisible on the screenhot. (as are place names [:D])

Thank you all, guys! Grazie.





RE: I want that mud stay on the map

Posted: Sat Apr 07, 2007 12:28 pm
by a white rabbit
ORIGINAL: Telumar

What is the muddy tile in the map editor for? When i place it in the editor, most of it disappears on the first turn of the scenario, even if the first turn is under heavy precipitation. Placed it on open, light cultivated terrain.

..yahh, me too, mud should stay some times..

..8 days serious rain, i can only move** on 4*4 Lo with full diff-lock, dat's mud..

..**move, hah, controlled but exciting muddy slither down 900m of steep hill..personally i blame it on the US administration of this colony..

RE: I want that mud stay on the map

Posted: Sat Apr 07, 2007 12:39 pm
by Telumar
ORIGINAL: a white rabbit

ORIGINAL: Telumar

What is the muddy tile in the map editor for? When i place it in the editor, most of it disappears on the first turn of the scenario, even if the first turn is under heavy precipitation. Placed it on open, light cultivated terrain.

..yahh, me too, mud should stay some times..

..8 days serious rain, i can only move** on 4*4 Lo with full diff-lock, dat's mud..

..**move, hah, controlled but exciting muddy slither down 900m of steep hill..personally i blame it on the US administration of this colony..

haha - yeah, mud should be mud again. Could get mad about this mud...

RE: I want that mud stay on the map

Posted: Sat Apr 07, 2007 4:22 pm
by a white rabbit
ORIGINAL: Telumar

ORIGINAL: a white rabbit

ORIGINAL: Telumar

What is the muddy tile in the map editor for? When i place it in the editor, most of it disappears on the first turn of the scenario, even if the first turn is under heavy precipitation. Placed it on open, light cultivated terrain.

..yahh, me too, mud should stay some times..

..8 days serious rain, i can only move** on 4*4 Lo with full diff-lock, dat's mud..

..**move, hah, controlled but exciting muddy slither down 900m of steep hill..personally i blame it on the US administration of this colony..

haha - yeah, mud should be mud again. Could get mad about this mud...

..not to mention the administration..sorry, what century are we in....?...

RE: I want that mud stay on the map

Posted: Sun Apr 22, 2007 8:56 am
by ColinWright
ORIGINAL: Telumar



I also have the impresion that the storm only affects the following turn, not the turn when it is actually triggered.

No, it has an immediate effect on the turn when it is triggered -- and the effect at least mostly goes away on the next turn. I use storms to force historical weather patterns in Seelowe[/].

RE: I want that mud stay on the map

Posted: Sun Apr 22, 2007 3:23 pm
by a white rabbit
ORIGINAL: ColinWright
ORIGINAL: Telumar



I also have the impresion that the storm only affects the following turn, not the turn when it is actually triggered.

No, it has an immediate effect on the turn when it is triggered -- and the effect at least mostly goes away on the next turn. I use storms to force historical weather patterns in Seelowe[/].


..dat's Europe..

..some of us want proper monsoons...

..in toaw terms, that is, and not just to fill our irigation-reservoir...

RE: I want that mud stay on the map

Posted: Sun May 06, 2007 4:19 pm
by a white rabbit
..it's coming down in a solid sheet, the road (hard surface ) is under one inch of water, the road, hah, main road to the baranguay of my farm is a fast flowing river over mud, and the stream i have to cross, 3 times, to get to my farm is up to the doors of my Subaru..

..a real monsoon option pls..

RE: I want that mud stay on the map

Posted: Sun May 06, 2007 4:49 pm
by Telumar
ORIGINAL: a white rabbit

..it's coming down in a solid sheet, the road (hard surface ) is under one inch of water, the road, hah, main road to the baranguay of my farm is a fast flowing river over mud, and the stream i have to cross, 3 times, to get to my farm is up to the doors of my Subaru..

..a real monsoon option pls..

Wooha. So, where does a white rabbit live?

RE: I want that mud stay on the map

Posted: Mon May 07, 2007 7:25 am
by a white rabbit
ORIGINAL: Telumar
ORIGINAL: a white rabbit

..it's coming down in a solid sheet, the road (hard surface ) is under one inch of water, the road, hah, main road to the baranguay of my farm is a fast flowing river over mud, and the stream i have to cross, 3 times, to get to my farm is up to the doors of my Subaru..

..a real monsoon option pls..

Wooha. So, where does a white rabbit live?

..just where it says in the "from" box, -7 hours and ESE, maybe ESE by E, from you..

RE: I want that mud stay on the map

Posted: Mon May 07, 2007 3:19 pm
by Veers
SE Asia, Soem little island, if memeory serves. I think I looked up the corrdinates once...

RE: I want that mud stay on the map

Posted: Thu May 17, 2007 11:50 am
by freeboy
I hope this is not too far off the topic but is there a limit to the number of weather zones?

RE: I want that mud stay on the map

Posted: Thu May 17, 2007 5:24 pm
by Telumar
ORIGINAL: freeboy

I hope this is not too far off the topic but is there a limit to the number of weather zones?

The mud topic is closed anyway so to speak.. yes, the limit is three weather zones, and it depends on map size, let's "hear" the manual:

[font="Tahoma"]17.6 Weather Zones
If the Climate Area is set to Northern or Southern, and the Map
is at least 600 kilometers from north to south, the Map will be
divided into Weather Zones. The most extreme Zone in a Northern
map is the Northern Zone, and the least extreme zone is the
Southern Zone. The opposite is true for a Southern Map. To avoid
Zonal effects, select an Equatorial Climate area.
On Zonal Maps, weather effects (triggered by Events – see
17.8, Event Editor) will progress from Zone to Zone. Cool fronts
progress from the most extreme Zone to the least extreme Zone.
Warm fronts progress from the least extreme Zone to the most
extreme zone. Depending upon the precipitation likelihood,
storms may occur in one or more (possibly not all) zones as
fronts pass through.
17.6.1 table 1: Weather Zones (northern or southern Climate areas)
North to South Zones
0-599 km 1
600-1199 km 2
1200+ km 3[/font]