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Adjusting Terrain Action Point Costs

Posted: Sat Mar 28, 2020 9:18 am
by mroyer
Is there any way to give a particular unit type a bonus to enter a particular terrain type?
For example, say in a particular campaign mod normally it costs 2 action points to enter a bush hex.
Is there any way to reduce that to 1 action point for cavalry?

In the editor, I was trying to use the Campaign->Edit Penalties/Bonus Data feature, but it turns out this is related to the hex the unit is currently in, not entering. So, I could give cavalry extra action points for being IN a bush hex, but not reduce the action point cost for ENTERing a bush hex.

Am I missing something or is this simply how it works for this game engine?

Thanks for any thoughts.
-Mark R.

RE: Adjusting Terrain Action Point Costs

Posted: Sat Mar 28, 2020 10:20 am
by El_Condoro
Campaign>Edit Movement Cost Data does it for all units.
I assumed Edit Penalties/Bonus Data did what you thought it did, too.

RE: Adjusting Terrain Action Point Costs

Posted: Sat Mar 28, 2020 10:26 am
by mroyer
ORIGINAL: El_Condoro

Campaign>Edit Movement Cost Data?

If I'm not mistaken, that increases the entry cost for ALL unit types, not just specific, selected ones (e.g., just cavalry).
I will look more closely at it to make sure I haven't missed something.
Thanks,
-Mark R.

RE: Adjusting Terrain Action Point Costs

Posted: Sat Mar 28, 2020 11:08 am
by El_Condoro
Campaign->Edit Penalties/Bonus Data allows negative Action Points but that might only come into effect once the unit is in the terrain.

RE: Adjusting Terrain Action Point Costs

Posted: Sat Mar 28, 2020 11:25 am
by mroyer
ORIGINAL: El_Condoro

Campaign->Edit Penalties/Bonus Data allows negative Action Points but that might only come into effect once the unit is in the terrain.


That's my observation too - and precisely my question.

I don't want to give cavalry, guerrillas, etc.. extra action points for being IN a terrain, I want to reduce the action point requirement for ENTERing a terrain.

-Mark R.

RE: Adjusting Terrain Action Point Costs

Posted: Sat Mar 28, 2020 1:23 pm
by mroyer
I think I may have concocted a way to accomplish what I want (in theory at least), by employing an intricate interplay of the Campaign->Edit Movement Cost Data and the Campaign->Edit Penalties/Bonus Data. If I can get it to work right, I'll post the solution here.

-Mark R.

RE: Adjusting Terrain Action Point Costs

Posted: Sun Mar 29, 2020 10:08 am
by mroyer
So... I worked on this quite a bit yesterday and this morning and have come to the conclusion that either (a) I'm missing something blindingly simple, or (b) it's not possible.

If it's (b), it's surprising to me since this game engine is SO rich in mod-able features. Trying to figure it out is a bit like trying to identify whether puzzle pieces are missing from an un-started puzzle - it's almost impossible until you've assembled the puzzle.

-Mark R.

RE: Adjusting Terrain Action Point Costs

Posted: Mon Mar 30, 2020 7:33 am
by BillRunacre
Hi

The only way to reduce the Action Point cost for entering a terrain is to change this Campaign->Edit Movement Cost Data, but the effect will apply to all unit types.

As you appear to have gathered, Campaign->Edit Penalties/Bonus Data applies to units in that hex, not to enter that hex.

RE: Adjusting Terrain Action Point Costs

Posted: Mon Mar 30, 2020 8:37 am
by mroyer

Thanks for confirming Bill.
-Mark R.

RE: Adjusting Terrain Action Point Costs

Posted: Mon Mar 30, 2020 10:16 am
by ericdauriac
Hi

And that's a shame. Applying the bonus to the hex's entrance would be much more useful. Is it possible to consider it?

Regards

RE: Adjusting Terrain Action Point Costs

Posted: Mon Mar 30, 2020 4:34 pm
by BillRunacre
It may be, we'll have to see. [:)]