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I want that mud stay on the map

Posted: Sun Apr 01, 2007 9:24 pm
by 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.

RE: I want that mud stay on the map

Posted: Sun Apr 01, 2007 10:58 pm
by JAMiAM
The problem is that the crops in the hex are drinking it all up...

RE: I want that mud stay on the map

Posted: Sun Apr 01, 2007 10:58 pm
by JAMiAM
...April Fools!

James=Lame

Posted: Sun Apr 01, 2007 11:03 pm
by Veers
Was that even funny? [8|][:D]

RE: James=Lame

Posted: Sun Apr 01, 2007 11:18 pm
by DuckofTindalos
Maybe... I'm not sure it was an April Fool's thingamy, though...

RE: I want that mud stay on the map

Posted: Sun Apr 01, 2007 11:35 pm
by Telumar
ORIGINAL: JAMiAM

The problem is that the crops in the hex are drinking it all up...

Haha.[:'(]

Is there no way to kep them on the map? They must have a use at least..

RE: I want that mud stay on the map

Posted: Mon Apr 02, 2007 12:33 am
by JAMiAM
ORIGINAL: Telumar
ORIGINAL: JAMiAM

The problem is that the crops in the hex are drinking it all up...

Haha.[:'(]

Is there no way to kep them on the map? They must have a use at least..
No...they are just there to begin the scenario with a particular condition in the hex. If you want to make the hex permanently muddy, then use something similar in effect, like a marsh hex.

RE: James=Lame

Posted: Mon Apr 02, 2007 12:34 am
by JAMiAM
ORIGINAL: Veers

Was that even funny? [8|][:D]
Since when do my jokes have to be funny? You're starting to sound like my oldest daughter...[;)]

RE: I want that mud stay on the map

Posted: Mon Apr 02, 2007 1:00 am
by Telumar
ORIGINAL: JAMiAM

ORIGINAL: Telumar
ORIGINAL: JAMiAM

The problem is that the crops in the hex are drinking it all up...

Haha.[:'(]

Is there no way to kep them on the map? They must have a use at least..
No...they are just there to begin the scenario with a particular condition in the hex. If you want to make the hex permanently muddy, then use something similar in effect, like a marsh hex.

Looks like i'll need to do so. Bad thing is that the ground became muddy on D+2, that is turn 5 in this particular scenario. Before it was relatively dry. Maybe we get a better weather engine in TOAW IV?[;)]

RE: James=Lame

Posted: Mon Apr 02, 2007 3:28 am
by Veers
ORIGINAL: JAMiAM

ORIGINAL: Veers

Was that even funny? [8|][:D]
Since when do my jokes have to be funny? You're starting to sound like my oldest daughter...[;)]
Ouch. [:D]

RE: I want that mud stay on the map

Posted: Mon Apr 02, 2007 5:18 am
by Fidel_Helms
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.

The hotter the climate setting, the faster mud will disappear. If you want mud to stick around, make the zone colder. IIRC South Vietnam had to be set to "cold" or some form thereof in CSV to keep the Mekong in mud.

RE: I want that mud stay on the map

Posted: Mon Apr 02, 2007 5:47 am
by Silvanski
ORIGINAL: JAMiAM

The problem is that the crops in the hex are drinking it all up...

The 2nd Panzer Crops? Might be... Tigers and Panthers are thirsty beasts [;)]

RE: I want that mud stay on the map

Posted: Mon Apr 02, 2007 6:09 am
by Boonierat
The only good way I know to have large quantity of mud on the map is the storm event happening for several turns in a row, works good even in hot/warm climate.

RE: I want that mud stay on the map

Posted: Mon Apr 02, 2007 3:07 pm
by Telumar
ORIGINAL: Boonierat

The only good way I know to have large quantity of mud on the map is the storm event happening for several turns in a row, works good even in hot/warm climate.

Ok, i'll tweak around with it. If it really works good, then it would allow for a series of three or four sunny or rather mud-free turns in the beginning of the scenario. The setting in the weather zone (not in the climate at the top) - does it affect only turn one weather or is it a general likelihood? If i set it to clear visibility to have a sunny first day, does it affect the storm event? Northern or aequatorial weather zone or doesn't it matter as my map has only one weather zone?

@Fidel Helms: Yup, the climate is temperate, cool anyway. i could set it to cold, provided snow only falls in the mountains.

This leads to the next question: Cold front in combination with a storm, followed by several turns of storm.

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

RE: I want that mud stay on the map

Posted: Mon Apr 02, 2007 3:21 pm
by Boonierat
ORIGINAL: Telumar
Ok, i'll tweak around with it. If it really works good, then it would allow for a series of three or four sunny or rather mud-free turns in the beginning of the scenario. The setting in the weather zone (not in the climate at the top) - does it affect only turn one weather or is it a general likelihood?
I believe it affects only turn 1
ORIGINAL: Telumar
If i set it to clear visibility to have a sunny first day, does it affect the storm event? Northern or aequatorial weather zone or doesn't it matter as my map has only one weather zone?
I think Storms override any kind of weather, not sure though. As for polarity it only affects the direction (N to S or S to N) from which a Cool/Warm front will sweep the map.

RE: I want that mud stay on the map

Posted: Mon Apr 02, 2007 7:33 pm
by Raindem
ORIGINAL: Fidel_Helms
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.

The hotter the climate setting, the faster mud will disappear. If you want mud to stick around, make the zone colder. IIRC South Vietnam had to be set to "cold" or some form thereof in CSV to keep the Mekong in mud.
I didn't set it to cold but you aren't far off the mark. I definately had to make the weather patterns cooler than I wanted to keep an adequate supply of mud in place. I could have gone with more storms as Boonierat suggested but that would have conflicted with other monsoon effects I had set up.

RE: I want that mud stay on the map

Posted: Mon Apr 02, 2007 8:08 pm
by Telumar
ORIGINAL: Boonierat

ORIGINAL: Telumar
Ok, i'll tweak around with it. If it really works good, then it would allow for a series of three or four sunny or rather mud-free turns in the beginning of the scenario. The setting in the weather zone (not in the climate at the top) - does it affect only turn one weather or is it a general likelihood?
I believe it affects only turn 1

Ah you believe, from my tests i got the feeling that it doesn't only affect turn one. A James who knows would be well appreciated..[:D]

Ah, storms move through the zones, forgot about that, thanks.
ORIGINAL:Raindem
I didn't set it to cold but you aren't far off the mark. I definately had to make the weather patterns cooler than I wanted to keep an adequate supply of mud in place. I could have gone with more storms as Boonierat suggested but that would have conflicted with other monsoon effects I had set up.

Sounds good, didn't test yet. I want a good amount of mud in place from turn 4 on. It should really hamper all movement off roads. As said and suggested if i don't get it to work with the weather engine, i'll use marsh, but only as the last solution because i have it already in use as a modded tile representing irrigations.

Next stupid question - lightly cultivated open tiles are more likely to get and stay muddy than plain open, right? Arid ground never becomes muddy, right? That would perfectly suit.

RE: I want that mud stay on the map

Posted: Tue Apr 03, 2007 2:10 am
by Raindem
ORIGINAL: Telumar
Next stupid question - lightly cultivated open tiles are more likely to get and stay muddy than plain open, right? Arid ground never becomes muddy, right? That would perfectly suit.
I don't know about cultivated, but canals and rivers definately get muddy more frequently than clear terrain.

RE: I want that mud stay on the map

Posted: Tue Apr 03, 2007 5:12 am
by Boonierat
ORIGINAL: Telumar

Ah, storms move through the zones, forgot about that, thanks.


No, cool/warm fronts do, Storms affect the whole map, regardless of how many weather zones there is, that's the trouble with them [:(]

RE: I want that mud stay on the map

Posted: Tue Apr 03, 2007 7:11 pm
by Telumar
Made several storm events, one per turn and for five turns in a row, climate cold, heavy precipitation. I am not satisfied with results, think i will have to use marsh hexes. Argh. [:@] Here's a pic of a test run, it's simply not enough mud, too few hexes affected and this pic is from the fifth 'storm turn' with heavy precipitation:

Image