fantomas Posted April 24, 2006 Share Posted April 24, 2006 Use this tip for create roads or rail-roads in your scenarios Follow exactly this process : (after saving the original files of game) 1- Edit localization file and replace : Marsh by : "plaine without road" Quatar depression by : "Road" ( or : "railroad") 2-Edit the bitmap file "terrain_sprites" and replace ONE (just one !) marsh by the letter "P". Save the modification. 3- Replace ALL quatar depression graph. by roads (vertical, horizontal roads, etc....). Take care to good calibrate the graph. and save modifications 4-When you build your map : Place your roads on map and calibrate the movement parameter of roads (supplementary Cost = 0) place mountains and forests and calibrate movement parameter of these terrains (supplementary cost movement = x, as you want) Place "marsh" graph if you want. place letter "P" in all other tiles (plain without particular terrain) and calibrate the parameter movement (supplementary cost movement = y, as you want). Note that "real marsh" (graph marsh) and "false marsh" ("P"letter" ) will have the same movement and combat parameter. It would be better to have not marsh in your scenario (or use the final additionnal tip) 5-Edit again the "terrain-sprites" files, erase the letter "P" and place nothing at the place. Save modifications. When finished, you will have : * roads (in fact : invisible marsh ) with basic movement cost (no supplementary movement cost) *Mountains, forest with supplementary cost you have chose * "Plaine without roads", with supplementary cost you have chose (these "plains" without roads represent "valleys" , etc... as you want) * Marsh graph with name "Plaine without roads" : this graph terrain will have the same parameter than "Plaine without roads" . It will beter to not use it in your scenario (or use final tip) Final tip as you prefer : you may regroup mountains and forest in the same categorie of terrain, and use I.E forest for creating "alternate marsh" : then, alternate marsh and plains "without roads" will have different parameter for movement, combat, etc... ( but mountains and forest will have now the same parameters). You have in this case to edit localization file and replace "mountain" by "Mountains or forest", and "forest" by "Marsh". So, you will have : old Mountains category = new "Mountain and forest" old Forest category = new "Marsh" old Quater category = new "Roads" (or railroads) Old marsh category = new "plain without roads" All with different movement and combat parameters. So, due to the fact cost movment of terrain has an indirect influence on supply, supply will arrive more easy by roads and units will move faster when using roads. I will try to use that for my Falkland's war mod [ April 24, 2006, 12:26 AM: Message edited by: fantomas ] Link to comment Share on other sites More sharing options...
Edwin P. Posted April 24, 2006 Share Posted April 24, 2006 Roads in the Falklands? Only in the town. The rest of the Island is peat moss. Link to comment Share on other sites More sharing options...
fantomas Posted April 24, 2006 Author Share Posted April 24, 2006 Image of my new roads graph [ April 24, 2006, 12:45 AM: Message edited by: fantomas ] Link to comment Share on other sites More sharing options...
fantomas Posted April 24, 2006 Author Share Posted April 24, 2006 In Falklands, there are roads or "way" in the north : please, see this map Link to comment Share on other sites More sharing options...
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