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Author Topic: Flexmap Feature Properties-Movement Cost%  (Read 1825 times)
JMUL
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Posts: 2


« on: February 03, 2008, 07:13:50 AM »

Hi everyone Smiley,
My first post. I am just finishing converting Jon Southards 'Drive on Frankfurt' (Counterattack mag #1) in Flexmap for use with a divisional set of TT modern wargaming rules. In the boardgame, units have 5 movement points in a 12 hour turn which are expended to enter terrain types. Autobahns and Highways cost 1/3rd of a point and 1/2 of a point respectively. Unfortunately Flexmap cannot assign a Move Cost % less than 10% (which is what I need to represent the 1/3rd Autobahn cost). Therefore, may I suggest that the Move Cost % be changed so that a user can select between 1-100% thus catering for odd fractional movement costs?
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micah
RSG Poster
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Posts: 190



« Reply #1 on: February 03, 2008, 02:13:17 PM »

Hiya! I'd like to see your campaign when you're done!
There are two places where you can set the movement penalty for terrain. There is the Movement Class (rough, open, elevation, etc) and then the terrain that you create (suburban, plains, river, etc). Both of these have modifiers.
The Movement Class has a varying modifier depending on the movement type of the unit traversing that terrain. The movement class modifier can be changed from 0 to 90% (and is accessable from the "Edit -> Movement Charts" menu.
The terrain modifier (accessable from the Feature Picker button "Edit", or when creating a new terrain feature) allows any value from 0 to 100 (the up/down arrows jump by 10, but you can type in any value you'd like).
There are two types of roads which give movement bonuses in Campaigner. If you want better control over movement, you can forgoe using the FlexMap roads, and make a terrain feature of your own to represent roads.
Here's how I would do it (without using the FlexMap roads):
Make a Autobahn terrain feature, using the "Open" movement class with its own movement modifier of 0.
Make a Highway terrain feature, using "Open" movement class with its own movement modifier of 15% (or whatever feels right).
All other terrain features: urban, forest, etc, should have a steeper penalty for movement.

Then, you'll have to tailor your movement speeds in Campaigner to take in consideration the fastest movement possible as the default. (so, instead of 5 movement points, you'd say the unit has 15 movement points - which it would get but only on the Autobahn).

Hope that made sense! If not, let me know, and I'll try again Cheesy
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JMUL
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Posts: 2


« Reply #2 on: February 03, 2008, 04:01:50 PM »

Hey Micah,
Can I send you the three files (Flexmap, Cbuilder and Campaigner) to take a look at. The boardgame uses a scale of 2.4 miles per hex, 5 movement points per 12 hour turn and I set the scale in Flexmap to 12 miles (5 x 2.4 miles) with a generic unit speed of 1 mph (Jon Southard really believed that units dont move far in modern combat Smiley. Problem is when I run a game turn, they don't move! Is this because the turn uses 50 phases and it is dividing 1mph by 50 resulting in a miniscule or no movement registered (if the prog does not accept results less than 1)?
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micah
RSG Poster
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Posts: 190



« Reply #3 on: February 03, 2008, 05:11:31 PM »

Absolutely, send them to me at micah_neveu @ hotmail
I'll take a peek and see how we can solve the issue.
Yeah, if the movement rate is too slow it will take forever for units to move though even sub 1.0 will eventually move. I'll see what kind of magic can be done while still maintaining the same feel for the game.
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