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landscape_type [2016/02/26 18:24] (current)
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 +====Landscape Type====
 +Every hex on the map has a Landscape Type and Sprite#. Landcape Type is often referred to as LT.
 +
 +===Representational Properties===
 +
 +==x64==
 +If you enable this 64 different border sprites will be used by this LT.
 +
 +==Interior Drawing style==
 +If false then we use exterior border drawing style.
 +If true then interior drawing style.
 +
 +==Extra Exterior==
 +Draw exterior borders specified in LT # specified in this variable. -1=dont use.
 +
 +==Extra Exterior Same==
 +Rather byzantine rule. Not documented.
 +
 +==BlackedOut==
 +If set to true then this LT will not cause map edges or frontiers to be drawn.  Can help to make map look nice.
 +
 +==Pre Hex Graphics==
 +Here you can specify the bottom graphic of this landscape type. The sprite graphics (if not invisible) will be drawn over this.
 +
 +==Pre-Hex Border==
 +This allows you to let the prehex graphic on the bottom of everything to have borders too. For this to work you need to make a landscapetype with x64 exterior borders and then reference that landscapetype in this variable.
 +
 +The combination of using these pre-hex borders and the x64 borders can give amazing results.
 +
 +==Color==
 +The color specified is used to blit the landscapetype partly on the minimap and morph regime and lt color. Use -1,-1,-1 (press cancel in popup) to not have the landscapetype influence the minimap coloring.
 +
 +==Sprites==
 +For each LT you can define an unlimited number of sprites. Each sprite has:
 +
 +* First drawn graphic
 +
 +* Second drawn graphics (if PlotLast is set to True)
 +
 +* An artistic illustration
 +
 +==Graphic Overrides==
 +Every landscapetype defined in this list will get exterior borders defined in x64 above drawn over it. In order of the Z value specified.
 +
 +===Properties===
 +
 +==BuildRoad==
 +
 +==RoadCostMod==
 +The EP cost of building a road on this LT is modified by this modifier. 0.5=half. 2=double. The same modifier is also used for bridge building.
 +
 +==AIBlock==
 +AT Gold AI will not try to move through a LT with AIBlock on.
 +
 +==CanAmph==
 +
 +==CanParadrop==
 +
 +==BuildGround Type==
 +Number 0-99. Its used to check if locationtypes can be build on this landscape type.
 +
 +==IsSea==
 +If it is sea you must toggle this variable to true.
 +
 +==Hide Points==
 +Some SF Types have their own hide points due to their stealth, but landscape types can also have cover inherent to them. See recon calculations for more info.
 +
 +===Move Cost===
 +Here you can specify the cost for each move type to move into a hex with this landscape type.
 +
 +===Entrench===
 +Here you can specify the auto-entrench and the max-entrench for each unitgroup. Auto-entrench is the value which is automaticly given just for being present in the hex, max entrench is the maximum that entrench can grow to in this landscape type.
 +
 +
 
landscape_type.txt · Last modified: 2016/02/26 18:24 (external edit)
 
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