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Adjusting Terrain Action Point Costs

 
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Adjusting Terrain Action Point Costs - 3/28/2020 12:18:11 PM   
mroyer

 

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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.

< Message edited by mroyer -- 3/28/2020 12:38:58 PM >
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RE: Adjusting Terrain Action Point Costs - 3/28/2020 1:20:08 PM   
El_Condoro

 

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Campaign>Edit Movement Cost Data does it for all units.
I assumed Edit Penalties/Bonus Data did what you thought it did, too.

< Message edited by El_Condoro -- 3/28/2020 1:25:29 PM >

(in reply to mroyer)
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RE: Adjusting Terrain Action Point Costs - 3/28/2020 1:26:03 PM   
mroyer

 

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quote:

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.

(in reply to El_Condoro)
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RE: Adjusting Terrain Action Point Costs - 3/28/2020 2:08:27 PM   
El_Condoro

 

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

(in reply to mroyer)
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RE: Adjusting Terrain Action Point Costs - 3/28/2020 2:25:19 PM   
mroyer

 

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quote:

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.

(in reply to El_Condoro)
Post #: 5
RE: Adjusting Terrain Action Point Costs - 3/28/2020 4:23:34 PM   
mroyer

 

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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.

(in reply to mroyer)
Post #: 6
RE: Adjusting Terrain Action Point Costs - 3/29/2020 1:08:19 PM   
mroyer

 

Posts: 676
Joined: 3/6/2016
Status: online
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.

(in reply to mroyer)
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RE: Adjusting Terrain Action Point Costs - 3/30/2020 10:33:27 AM   
BillRunacre

 

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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.

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(in reply to mroyer)
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RE: Adjusting Terrain Action Point Costs - 3/30/2020 11:37:24 AM   
mroyer

 

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Thanks for confirming Bill.
-Mark R.

(in reply to BillRunacre)
Post #: 9
RE: Adjusting Terrain Action Point Costs - 3/30/2020 1:16:00 PM   
ericdauriac

 

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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

(in reply to mroyer)
Post #: 10
RE: Adjusting Terrain Action Point Costs - 3/30/2020 7:34:56 PM   
BillRunacre

 

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It may be, we'll have to see.

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