BeLikeWater
Chieftain
- Joined
- May 26, 2015
- Messages
- 6
Hello fellow Civitzens,
I have always enjoyed studying WW2 and find Gedemon's collection and work absolutely wonderful in the R.E.D. WWII Mods.
I have been working on my first Large Scale map of the Battle of Hurtgen Forest and am hoping to implement much of Gedemon's work. I have a few questions and have searched but to little avail. My understanding of coding is basic, but I have successfully implemented some changes here and there.
For these Large Scale battle maps I hope to continue working on, I would like to utilize the visual differences of terrain to provide better aesthetic appeal. Because these maps are to be Large Scale, I want mountains to be passable and have not been able to successfully find the coding I could mix in with the RED mods to work out when I use WorldBuilder and have also attempted to find out how to implement the Carthage promotion Phoenician Heritage, but am uncertain as to how I can remove the damage per turn penalty for being in the wrong domain.
One thought I had was to create a "Steep Hill" that is essentially a hill, but with higher movement cost, a bit higher defense, but uses the mountain skin so that it looks different in game but is still passable by units. Is there any possibility of creating a new feature that is for intents and purposes a hill, but that uses the mountain skins?
Also, I want to create a new route "Back Roads" or "Dirt Roads" that acts as a third route option, providing movement as if it were a normal flat/open tile, i.e. no real bonus. I want to be able to have these "Back Roads" placed in forests so that they provide units with a quicker option than the 2 cost of a forest tile, but without the x2 bonus normal roads provide. I thought I was able to do so but was unable to bring up the option to place it in World Builder. In the mod there won't be any Worker units as I want all tile improvements to be placed in the map itself.
Thank you for suggestions or advice!
I have always enjoyed studying WW2 and find Gedemon's collection and work absolutely wonderful in the R.E.D. WWII Mods.
I have been working on my first Large Scale map of the Battle of Hurtgen Forest and am hoping to implement much of Gedemon's work. I have a few questions and have searched but to little avail. My understanding of coding is basic, but I have successfully implemented some changes here and there.
For these Large Scale battle maps I hope to continue working on, I would like to utilize the visual differences of terrain to provide better aesthetic appeal. Because these maps are to be Large Scale, I want mountains to be passable and have not been able to successfully find the coding I could mix in with the RED mods to work out when I use WorldBuilder and have also attempted to find out how to implement the Carthage promotion Phoenician Heritage, but am uncertain as to how I can remove the damage per turn penalty for being in the wrong domain.
One thought I had was to create a "Steep Hill" that is essentially a hill, but with higher movement cost, a bit higher defense, but uses the mountain skin so that it looks different in game but is still passable by units. Is there any possibility of creating a new feature that is for intents and purposes a hill, but that uses the mountain skins?
Also, I want to create a new route "Back Roads" or "Dirt Roads" that acts as a third route option, providing movement as if it were a normal flat/open tile, i.e. no real bonus. I want to be able to have these "Back Roads" placed in forests so that they provide units with a quicker option than the 2 cost of a forest tile, but without the x2 bonus normal roads provide. I thought I was able to do so but was unable to bring up the option to place it in World Builder. In the mod there won't be any Worker units as I want all tile improvements to be placed in the map itself.
Thank you for suggestions or advice!