Statistics

Users
2807
Articles
156
Articles View Hits
1639974

Re: Building a map, start of a project, help will be needed

2 years 2 months ago #61 by 52ndOx

  • Junior Member
  • Junior Member

  • Posts: 120
  • Thank you received: 92

  • Gender: Unknown
  • Birthdate: Unknown
  • You can move selected objects with the cursor arrows too. And quicker with L Ctrl.
    The following user(s) said Thank You: RebBugler

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #62 by 52ndOx

  • Junior Member
  • Junior Member

  • Posts: 120
  • Thank you received: 92

  • Gender: Unknown
  • Birthdate: Unknown
  • Now I started work on my own 8km map.
    Must have learnt something because I got it in the game successfully with ini, bmp, csv, dds, heightmap and rgbs all built from scratch :) Still a long way to go of course.

    Working now on developing the textures and adding objects. Encouraging.

    Here is a first draft of the heightmap.

    The following user(s) said Thank You: Davinci, RebBugler

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #63 by Davinci

  • Elite Member
  • Elite Member

  • Posts: 3024
  • Thank you received: 760

  • Gender: Male
  • Birthdate: Unknown
  • Well, You are doing way better than Me, I never did learn how to make a "HeightMap".

    Your Map is going to be 8 miles, so the height.tga is 800x800?

    davinci

    The only true logic is that, there is no true logic!

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #64 by 52ndOx

  • Junior Member
  • Junior Member

  • Posts: 120
  • Thank you received: 92

  • Gender: Unknown
  • Birthdate: Unknown
  • No. 8km. So 5 miles and 512*512.

    The only issue I have with height map is that I have to copy it to paint.net to save in a tga that SOW can load.
    But that's ok, I can build it in Gimp.

    Don't worry, I still have lots of questions about objects, and OOBs, and ...

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #65 by 52ndOx

  • Junior Member
  • Junior Member

  • Posts: 120
  • Thank you received: 92

  • Gender: Unknown
  • Birthdate: Unknown
  • Composite of heightmap and rgb1 which has water network, showing how rivers follow terrain.


    In the game it looks like this.


    Starting on rgb2 for roads, with first objects (bridges).
    Last edit: 2 years 2 months ago by 52ndOx.
    The following user(s) said Thank You: Davinci, RebBugler

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #66 by Davinci

  • Elite Member
  • Elite Member

  • Posts: 3024
  • Thank you received: 760

  • Gender: Male
  • Birthdate: Unknown
  • Is this Map based off of Real Terrain?

    The reason that I'm asking is that a very large portion of the Map is water, which will greatly restrict any fighting on that part of the map.

    This will limit the AI into a sort of tangled up Army.

    Otherwise , You appear to be understanding this Process very Well!

    Great!

    davinci

    The only true logic is that, there is no true logic!
    Last edit: 2 years 2 months ago by Davinci.

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #67 by 52ndOx

  • Junior Member
  • Junior Member

  • Posts: 120
  • Thank you received: 92

  • Gender: Unknown
  • Birthdate: Unknown
  • Is this Map based off of Real Terrain?


    Yes, its Corunna.

    I don't mind that the units stay on land, there is plenty of space.
    The battle takes place in about 8 square miles South of the city wall.

    But how to stop them entering the ocean?
    I tried terrain 0 (no move) and 25 (move around), but they still swim.
    If its not possible then this project is dead in the water (sorry for the pun)

    Last edit: 2 years 2 months ago by 52ndOx.

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #68 by Davinci

  • Elite Member
  • Elite Member

  • Posts: 3024
  • Thank you received: 760

  • Gender: Male
  • Birthdate: Unknown
  • But how to stop them entering the ocean?
    I tried terrain 0 (no move) and 25 (move around), but they still swim.
    If its not possible then this project is dead in the water (sorry for the pun)

    I think the "Crikey" ran into this particular Problem before, So hopefully "He" will respond with an answer.

    I can't remember if the "Antietam Map" also ran into this problem.

    davinci

    The only true logic is that, there is no true logic!

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #69 by 52ndOx

  • Junior Member
  • Junior Member

  • Posts: 120
  • Thank you received: 92

  • Gender: Unknown
  • Birthdate: Unknown
  • There are some fuzzy areas for sure.
    There are some maps with "uncrossable" rivers, but you can still retreat over them so they are not absolutely uncrossable.

    If this is a known and unsolvable issue, I will need to start a much smaller map with very little water. Possible, but not really what I wanted, as I hoped to march the units to the battle line.
    The following user(s) said Thank You: DarkRob

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #70 by Davinci

  • Elite Member
  • Elite Member

  • Posts: 3024
  • Thank you received: 760

  • Gender: Male
  • Birthdate: Unknown
  • There are some maps with "uncrossable" rivers, but you can still retreat over them so they are not absolutely uncrossable.

    I don't think that there is Nothing that will prevent that!

    davinci

    The only true logic is that, there is no true logic!

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #71 by RebBugler

  • Administrator
  • Administrator
  • Design, Mods, NSD Designer

  • Posts: 4045
  • Thank you received: 2124

  • Gender: Male
  • Birthdate: 07 Feb 1948
  • There are some fuzzy areas for sure.
    There are some maps with "uncrossable" rivers, but you can still retreat over them so they are not absolutely uncrossable.

    If this is a known and unsolvable issue, I will need to start a much smaller map with very little water. Possible, but not really what I wanted, as I hoped to march the units to the battle line.


    As far as I'm concerned, this engine's treatments to bodies of water is its major issue. The large pond near the middle of the QB historic battle area was a pain to script around while striving for historic movements. Matt worked with me trying to make the pond less of an impediment, to no avail. Terrain 0 (no move) and 25 (move around) works but the battalions split in half, the halves proceeding in opposite directions around the pond (uniting many minutes later on the opposite side of the pond), even if their path barely touches the ponds edge...UGLY. And during that journey to reunite the units are vulnerable as hell as they can't fight until reunited...Even more UGLY. And, as discussed, the retreats into the water issue.

    With hindsight, I'm wondering if at least the retreat issues can be subdued somewhat. There's no known way to keep retreating troops out of the water, but if you remove movement speed and fatigue penalties in the map.csv file for that body of water at least those retreated troops could return to battle in a timely manner, and not exhausted.

    If that works you can keep your BIG body of water. Possibly making it a different gray scale from rivers so that rivers can be crossed retaining their movement and fatigue penalties.

    Bugles & Flags Gettysburg - Toolbar, Flags, Scenarios, and More...
    Last edit: 2 years 2 months ago by RebBugler.
    The following user(s) said Thank You: 52ndOx

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #72 by 52ndOx

  • Junior Member
  • Junior Member

  • Posts: 120
  • Thank you received: 92

  • Gender: Unknown
  • Birthdate: Unknown
  • My map is fundamentally like this:



    Most of the battle is fought in "A", but there are some forces in "B".
    If they can move "D" instead of making a long march via the bridge at "C", then the battle is broken.

    Terrain 0 (no move) and 25 (move around) works

    What did you do at QB?
    If I set the water to 0 with a 25 border then units still cross, (and they do too at QB when playing the Namur Road scenario, if you don't take steps to stop it).

    I considered placing buildings around the shoreline and hiding them, but it seems a waste of processing power that we are always short of anyway. I don't even know if it would work.

    It really should be possible in a battle simulation engine to make impassable terrain, it is fundamental to many battles.

    (By the way, I know this map is useless for sandbox, there is no way to stop troops spawning in the Atlantic)
    Last edit: 2 years 2 months ago by 52ndOx.
    The following user(s) said Thank You: Davinci, RebBugler

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #73 by RebBugler

  • Administrator
  • Administrator
  • Design, Mods, NSD Designer

  • Posts: 4045
  • Thank you received: 2124

  • Gender: Male
  • Birthdate: 07 Feb 1948
  • What did you do at QB?
    If I set the water to 0 with a 25 border then units still cross, (and they do too at QB when playing the Namur Road scenario, if you don't take steps to stop it).


    I don't recall without testing but I'll take your word for it...It's been a while. Maybe Matt just experimented with the numbers that caused the units to split and go around but the UGLIES I mentioned were just too much so that method was axed. If I'm correct with this assumption maybe Matt (Little Powell) will weigh in.

    Bugles & Flags Gettysburg - Toolbar, Flags, Scenarios, and More...
    The following user(s) said Thank You: 52ndOx

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #74 by Crikey

  • Regimental Commander
  • Regimental Commander

  • Posts: 442
  • Thank you received: 574

  • Gender: Unknown
  • Birthdate: Unknown
  • As Reb and D said, water is a problem in the engine. A shame, but there it is. You can make the AI walk around it by making hidden paths using grayscale 25, these need to connect to roads. However troops that have been completely broken retreat across it. Reb’s suggested solution is a reasonable compromise to stop troops who could reform from being hit with further health penalties.

    Btw you can stop troops from deploying on the ocean initially by amending one of the values in the middle columns in the mapname.csv, can’t remember name right now.

    Finally, I’ll post you a Dropbox link for some useful textures, sounds etc for a coastal setting when I can. In the meantime I suggest you check out my Spanish maps in the lace wars pack. See recent thread. Some textures and buildings you can use.

    Nice work so far. B)
    The following user(s) said Thank You: Davinci, RebBugler, 52ndOx

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #75 by 52ndOx

  • Junior Member
  • Junior Member

  • Posts: 120
  • Thank you received: 92

  • Gender: Unknown
  • Birthdate: Unknown
  • As Reb and D said, water is a problem in the engine. A shame, but there it is. You can make the AI walk around it by making hidden paths using grayscale 25, these need to connect to roads. However troops that have been completely broken retreat across it. Reb’s suggested solution is a reasonable compromise to stop troops who could reform from being hit with further health penalties.

    Btw you can stop troops from deploying on the ocean initially by amending one of the values in the middle columns in the mapname.csv, can’t remember name right now.

    Finally, I’ll post you a Dropbox link for some useful textures, sounds etc for a coastal setting when I can. In the meantime I suggest you check out my Spanish maps in the lace wars pack. See recent thread. Some textures and buildings you can use.

    Nice work so far. B)


    Thanks!
    That's maybe why it doesn't work for me. I have road textures in PRs rgbs, but no network in the map.bmp yet.
    I am not even sure how they work, I know there can be errors where roads don't link. Not got there yet.

    Great with some Spanish textures and/or models.
    I asked in the GB forum about possibilities of using assets from the KS Spanish maps. If they are yours, then I assume I can then?

    I know how to make terrain sprites and add them (like the ships in a shot above), and maybe even make some models (I have quite a lot of experience modelling and texturing in both FSD3 and Blender, but I am all for saving time)
    Last edit: 2 years 2 months ago by 52ndOx.
    The following user(s) said Thank You: RebBugler

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #76 by Crikey

  • Regimental Commander
  • Regimental Commander

  • Posts: 442
  • Thank you received: 574

  • Gender: Unknown
  • Birthdate: Unknown
  • Yep, mapname.bmp will be I influential.

    3D objects .... I suggest you start with the 3D objects in the Lace Wars pack as they’re probably more up to date than those in my older maps. Check out the Almansa map.

    I assume you have the beginnings of the mapname.bmp sketched out to act as template for your RGBs in PR? It’s easier to start with that I’ve found.. You don’t need to complete the fiddly road stuff until the end. Just mark where they’ll be.
    The following user(s) said Thank You: Davinci, RebBugler

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #77 by 52ndOx

  • Junior Member
  • Junior Member

  • Posts: 120
  • Thank you received: 92

  • Gender: Unknown
  • Birthdate: Unknown
  • Yep, mapname.bmp will be I influential.

    3D objects .... I suggest you start with the 3D objects in the Lace Wars pack as they’re probably more up to date than those in my older maps. Check out the Almansa map.

    I assume you have the beginnings of the mapname.bmp sketched out to act as template for your RGBs in PR? It’s easier to start with that I’ve found.. You don’t need to complete the fiddly road stuff until the end. Just mark where they’ll be.


    Everything is based on a historical map which shows terrain (including contours with values), roads, towns, rivers, coastline etc. This is the template for everything.

    The BMP and 4 RGBs are equal size and stacked in layers in Gimp along with that map.
    That way everything lines up, and areas can be copied/deleted/blended from file to file.
    It's actually quite easy now it's set up and I understand the interelationship between PR files and SOW files.

    I really appreciate folk with so much knowhow contributing to this thread. I have learned a lot, and hopefully others can too.
    The following user(s) said Thank You: RebBugler

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #78 by DarkRob

  • Regimental Commander
  • Regimental Commander

  • Posts: 318
  • Thank you received: 284

  • Gender: Unknown
  • Birthdate: Unknown
  • There are some fuzzy areas for sure.
    There are some maps with "uncrossable" rivers, but you can still retreat over them so they are not absolutely uncrossable.


    Gahh. I remember this from years ago. I think its even worse than that because, if memory serves, once a unit retreated across uncrossable rivers it removed the uncrossable status of said river for that unit. So for any unit that retreated across one, the river from then on was crossable, at least for the AI. I always had trouble trying to purposely make this work for me, or in my favor.

    Even as late as the Wavre expansion, water has always been just straight up weird in this game. In the Wavre scenarios there are so many instances of units crossing the supposedly uncrossable, swollen Dyle River that I began to dub them secret fords. Sometimes even fresh units that hadn't been engaged yet would cross. Just weird.

    Fortunately crossing rivers so slows down movement and crushes fatigue that there is very little good reason to try and do this in the face of the enemy.
    Last edit: 2 years 2 months ago by DarkRob.
    The following user(s) said Thank You: Davinci

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #79 by Davinci

  • Elite Member
  • Elite Member

  • Posts: 3024
  • Thank you received: 760

  • Gender: Male
  • Birthdate: Unknown
  • With hindsight, I'm wondering if at least the retreat issues can be subdued somewhat. There's no known way to keep retreating troops out of the water, but if you remove movement speed and fatigue penalties in the map.csv file for that body of water at least those retreated troops could return to battle in a timely manner, and not exhausted.

    What if it was possible to go in the other direction with this, since it is impossible to Stop the units from entering the "Water", what if the Movement Speed was something like "minus a thousand" in the water.

    Do, retreating units become affected by the movement speeds of the Map, I can't remember.

    When I added that red bridge on the Gettysburg Map, I did try invisible walls and everything else to try to stop them from going through the walls, nothing ever did work.

    I do remember that retreating troops will not go through a structure, but around it, but never did try placing large boulders with a radius around water.

    davinci

    The only true logic is that, there is no true logic!
    Last edit: 2 years 2 months ago by Davinci.
    The following user(s) said Thank You: RebBugler

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #80 by Davinci

  • Elite Member
  • Elite Member

  • Posts: 3024
  • Thank you received: 760

  • Gender: Male
  • Birthdate: Unknown
  • If I set the water to 0 with a 25 border then units still cross, (and they do too at QB when playing the Namur Road scenario, if you don't take steps to stop it).

    The ( 25 ) border applied to the Mapname.bmp described by "Crikey" is just an "invisible road \ path" that was put into the Game during the TC2M days, by "Norb".

    In order for it to work correctly, it has to be tied to the current road-system or it won't work.

    It does nothing to prevent the units from entering the water.

    "52ndOx" - BTW - Your Map is looking good for someone that just started this Process!

    davinci

    The only true logic is that, there is no true logic!
    Last edit: 2 years 2 months ago by Davinci.
    The following user(s) said Thank You: RebBugler

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #81 by DarkRob

  • Regimental Commander
  • Regimental Commander

  • Posts: 318
  • Thank you received: 284

  • Gender: Unknown
  • Birthdate: Unknown
  • What if it was possible to go in the other direction with this, since it is impossible to Stop the units from entering the "Water", what if the Movement Speed was something like "minus a thousand" in the water.


    Moving through water already significantly reduces movement speed. In my experience, the AI doesn't really care about such things, it will move through water anyway. The only way to avoid it is for the player to actively take control of his units and make sure they don't enter the water. So whether you cut movement by a thousand or a million, the player still has to intervene to stop his units from taking a dunk.
    And even then, the AI will still move its own units through the water as well, but hey at least they aren't our units.

    Do, retreating units become affected by the movement speeds of the Map, I can't remember.

    Not in my experience no. A unit forced to retreat will run through a river as fast as over open terrain.

    I do remember that retreating troops will not go through a structure, but around it.

    Even this behavior can sometimes be buggy. Units forced to retreat around a building can get caught in what I call the building vortex and end up just running endless laps around the building. Since they are retreating and you cant halt them, they just marathon it forever, round and round we go.

    Additionally, although a separate issue, units that are to big and try to walk between two buildings that are to close together can become wedged between the two buildings and get stuck in a similar vortex where they just keep walking, but not moving, and of course, their fatigue continues to go down as well. Plancenoit is notorious for this problem. It can also happen in Ligny and St.Armand, but neither are anywhere near as bad as Plancenoit.
    The following user(s) said Thank You: Davinci, RebBugler

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #82 by Davinci

  • Elite Member
  • Elite Member

  • Posts: 3024
  • Thank you received: 760

  • Gender: Male
  • Birthdate: Unknown
  • Since they are retreating and you cant halt them, they just marathon it forever, round and round we go.

    That was Actually Funny!

    Thanks, for the Information!

    Well, I'm all out of ideas on this one....

    davinci

    The only true logic is that, there is no true logic!
    The following user(s) said Thank You: DarkRob

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #83 by DarkRob

  • Regimental Commander
  • Regimental Commander

  • Posts: 318
  • Thank you received: 284

  • Gender: Unknown
  • Birthdate: Unknown

  • Well, I'm all out of ideas on this one....


    I say we just start issuing towels to the troops and call it a day.
    Last edit: 2 years 2 months ago by DarkRob.

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #84 by Crikey

  • Regimental Commander
  • Regimental Commander

  • Posts: 442
  • Thank you received: 574

  • Gender: Unknown
  • Birthdate: Unknown
  • Blocking with 3D objects doesn’t work. Tried, believe me.

    25 ..merely a hidden path which the Ai considers a road, and uses, until it doesn’t... :pinch: You can place these around the ocean to help troops avoid. You could also place a sizeable boundary around it using grey scale with a cannot deploy value to stop initial troop deployments from being too near,

    Routed troops have no regard to water from what i’ve seen.

    You can overcome some issues when scripting scenarios, but once things get moving, oceans and river crossings can’t be implemented as well as I’d like.

    On DarkRob’s point, it does raise the issue of should 3D collisions be removed in towns. Is it any less realistic than troops getting trapped...
    Last edit: 2 years 2 months ago by Crikey.
    The following user(s) said Thank You: RebBugler

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #85 by Crikey

  • Regimental Commander
  • Regimental Commander

  • Posts: 442
  • Thank you received: 574

  • Gender: Unknown
  • Birthdate: Unknown
  • One final thought relating to rivers....rather than oceans, when playing against the AI.

    If you wanted to represent multiple broken or blocked bridges, you could create a mapname.bmp with no AI pathway to that point. You’d keep the road on the RGBs in PR but remove the relevant greyscales in the mapname.bmp

    You’d only leave AI routes to those points you wanted to be available

    In effect, the AI would ignore those OTHER routes in single player mode, and only focus on intended crossing points.

    This wouldn’t prevent troops from crossing rivers when attacking a defended crossing point, but it would focus an attack on the intended area.

    In player vs player....this wouldn’t work unless pre agreed that broken crossing points can,t be used.
    The following user(s) said Thank You: 52ndOx

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago #86 by 52ndOx

  • Junior Member
  • Junior Member

  • Posts: 120
  • Thank you received: 92

  • Gender: Unknown
  • Birthdate: Unknown
  • I definitely need to work out how the road terrain (on map.bmp) works.
    I made a small 1 mile map to test some stuff, with water crossing the middle and a land spur joining at one end.
    There are no roads yet.

    In the shot below, water is 0, there is a 25 border, and an open terrain route to the commanded destination.
    But the AI scales the vertical cliffs, crosses the go around and the no move.

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #87 by Crikey

  • Regimental Commander
  • Regimental Commander

  • Posts: 442
  • Thank you received: 574

  • Gender: Unknown
  • Birthdate: Unknown
  • Did you use the use road command?

    As has been said, 25 doesn’t stop troops crossing it merely gives them a preferred route.
    Last edit: 2 years 2 months ago by Crikey.

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #88 by Marching Thru Georgia

  • SOW General
  • SOW General
  • Secession Is Futile

  • Posts: 1737
  • Thank you received: 433

  • Gender: Male
  • Birthdate: Unknown
  • The ( 25 ) border applied to the Mapname.bmp described by "Crikey" is just an "invisible road \ path" that was put into the Game during the TC2M days, by "Norb".
    In order for it to work correctly, it has to be tied to the current road-system or it won't work.
    It does nothing to prevent the units from entering the water.


    This is mostly untrue. It does work, it's just not implemented correctly on the NSD maps.
    To work correctly, the 25 pixels must be attached to a road. This has already been mentioned. Both ends must be attached. No dangling 25 pixel lines.
    Second, the 25 pixels must touch each other on a side, NOT just via two corners, (diagonal placement is not allowed).
    Third, the 25 pixels must be just one pixel wide.
    If you do this, it will work. The KS maps have used the 25 pixels for years.
    The condition that causes them not to work are retreating units. They ignore the 25 pixel. This too has been mentioned. However, once a unit retreats, it will always ignore the 25 pixel. This is a game bug that has existed in since SOWGB days.
    The downside of using them is that the game engine does not take them into account. So AI controlled troops will do some pretty stupid things to try to get across an uncrossable river. As has been pointed out in this thread, the game engine does not take into account any terrain features when moving units. It strictly point A to Point B. It's one of the sad failings of the game.

    I can make this march and I will make Georgia howl.
    Last edit: 2 years 2 months ago by Marching Thru Georgia.
    The following user(s) said Thank You: 52ndOx

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #89 by 52ndOx

  • Junior Member
  • Junior Member

  • Posts: 120
  • Thank you received: 92

  • Gender: Unknown
  • Birthdate: Unknown
  • There were no roads, I am starting to look at how they work now.
    What do you mean that the 25 path needs to connect to roads?
    Is there an optimum width for 25 in pixels?

    In the shot below I show my test map setup.
    There is a road (115) over the water (0) which is bounded by go around (25)
    The 25 goes right up to the 115 with no gaps.
    Troops at A commanded to move to B go direct, regardless of road command.
    As they march the terrain type they are crossing (below clock in game) changes to "move around" to "no move" to "move around". :dry:



    EDIT: Posted before seeing MTG's reply.
    In light of that:
    The 25 is 1 pixel wide and is continuous via sides.
    But I have it also next to the road, maybe wrong?
    And not connected at both ends (because 1 end goes to map edge)??
    Last edit: 2 years 2 months ago by 52ndOx.

    Please Log in or Create an account to join the conversation.

    2 years 2 months ago - 2 years 2 months ago #90 by 52ndOx

  • Junior Member
  • Junior Member

  • Posts: 120
  • Thank you received: 92

  • Gender: Unknown
  • Birthdate: Unknown
  • OK, this seems to work



    The small patches of road at the right hand edge seem important, and also not linking the two 25 paths on the river banks to each other.

    Units follow route 1 to B, would prefer route 2 of course, but lets not be unrealistically optimistic.

    Crikey mentioned maybe being able to prevent units from deploying using a "cannot deploy value"
    What settings are needed in the map.csv to define that?
    Last edit: 2 years 2 months ago by 52ndOx.

    Please Log in or Create an account to join the conversation.

    Moderators: RebBuglergunship24Leffe7Sargonpaul9038