One of my (many) lasting memories of HoI3 is what happens to fuel-dependent units if they get caught out of supply and run out of fuel in a swamp. Not pretty, at all, and I haven't had anything remotely like that happen in HoI4 (even just being held up in a swamp, for a start - obviously running out of fuel isn't a thing). Hadn't really looked into it closely though, but I just went looking for the weather combat modifiers because someone had raised the issue in another thread and thought I'd have a quick look at the terrain file as well, and tripped over something that looked a little odd - in that all the terrain movement modifiers seem to have been 'hashed out'.
Except from terrain file (from the vanilla game, so modding isn't an element) looks like:
There are also movement penalties in the unit files as well - so the terrain file isn't the be all and end all, but these don't seem to be the 'full' harshness one would expect (for example, MOT in marsh is only -30 per cent, oddly (at least to me) less harsh than forests, at -50 per cent movement, and there's no penalty to MOT movement in mountains).
Couple of questions:
- Has anyone noticed terrain slowing their movement? If yes, were there any tooltips indicating by how much?
- Does anyone know if movement penalties for terrain are maybe hidden away somewhere else other than the terrain and unit files?
And, more broadly, what do people think about the current impact of terrain on movement in-game - does it 'feel' right, or if it doesn't, what seems off? It's the ease of travelling through marshes, for example, that had me wondering exactly what was going on, and where this thread came from.
Except from terrain file (from the vanilla game, so modding isn't an element) looks like:
Code:
forest = {
color = { 89 199 85 }
movement_cost = 1.5
combat_width = -0.20
ai_terrain_importance_factor = 5.0
sound_type = forest
units = {
attack = -0.2
#movement = -0.2
}
enemy_army_bonus_air_superiority_factor = -0.1
}
hills = {
color = { 248 255 153 }
movement_cost = 1.5
combat_width = -0.33
ai_terrain_importance_factor = 3.0
sound_type = desert
units = {
attack = -0.3
#movement = -0.2
}
enemy_army_bonus_air_superiority_factor = -0.05
}
mountain = {
color = { 124 135 125 }
movement_cost = 2.0
attrition = 0.4
combat_width = -0.66
ai_terrain_importance_factor = 10.0
sound_type = desert
units = {
attack = -0.6
#movement = -0.4
}
enemy_army_bonus_air_superiority_factor = -0.10
}
plains = {
color = { 255 129 66 }
movement_cost = 1.0
ai_terrain_importance_factor = 0.1
sound_type = plains
}
urban = {
color = { 155 0 255 }
movement_cost = 1.2
ai_terrain_importance_factor = 4.0
sound_type = plains
units = {
attack = -0.3
#movement = -0.2
}
enemy_army_bonus_air_superiority_factor = -0.50
}
jungle = {
color = { 127 191 0 }
movement_cost = 1.5
attrition = 0.3
combat_width = -0.25
ai_terrain_importance_factor = 6.0
sound_type = forest
units = {
attack = -0.3
#movement = -0.3
}
enemy_army_bonus_air_superiority_factor = -0.25
}
marsh = {
color = { 76 96 35 }
movement_cost = 2.0
attrition = 0.5
combat_width = -0.25
ai_terrain_importance_factor = 8.0
sound_type = forest
units = {
attack = -0.4
#movement = -0.4
}
}
There are also movement penalties in the unit files as well - so the terrain file isn't the be all and end all, but these don't seem to be the 'full' harshness one would expect (for example, MOT in marsh is only -30 per cent, oddly (at least to me) less harsh than forests, at -50 per cent movement, and there's no penalty to MOT movement in mountains).
Couple of questions:
- Has anyone noticed terrain slowing their movement? If yes, were there any tooltips indicating by how much?
- Does anyone know if movement penalties for terrain are maybe hidden away somewhere else other than the terrain and unit files?
And, more broadly, what do people think about the current impact of terrain on movement in-game - does it 'feel' right, or if it doesn't, what seems off? It's the ease of travelling through marshes, for example, that had me wondering exactly what was going on, and where this thread came from.