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View Full Version : Creative Assembly Major bug in battlemap movement modifiers!



Duke John
08-03-2005, 09:59
I don't know wether this an already known issue, but the movement modifiers do not work at all as they are supposed to:

In descr_battle_movement_modifiers.txt I set:

grass_short 1.0
...
rock 0.1
I did this to test how movement is affected by the modifiers and to my suprise it wasn't affected at all until the unit crosses a "border" between 2 different ground types.

Here are some screenshots:
http://upl.silentwhisper.net/uplfolders/upload9/bug_movement_1.jpg

http://upl.silentwhisper.net/uplfolders/upload9/bug_movement_2.jpg

http://upl.silentwhisper.net/uplfolders/upload9/bug_movement_3.jpg

So what? Well it does lessen the influence of difficult terrain on your battleplans. You notice a bit of rocky ground, expecting it to be more difficult to cross than grassland, or you move your unit along a road, expecting it to arrive more quickly on a destination. None of this is happening with this bug in the code. The tactical depthness is less as groundtypes have little effect on your army.


I hope this can be fixed before BI is released.

Cheers,
Duke John


p.s. I found this important enough to make a seperate thread as the deadline is coming ever closer and they might miss it if it was the Bug thread. If this totally out of order then feel free to merge it with the Bug thread.

Lord Adherbal
08-03-2005, 10:17
so your saying this happens for all terrain types ? Either way, I agree this is important. Terrain features already offer too few tactical advantages/disadvantages as it is.

Duke John
08-03-2005, 10:20
Yes, it happens with all terrain types. The code needs to check wether an unit is on what kind of terrain and apparently it only works when on an area where 2 terrain types meet.

Lord Adherbal
08-03-2005, 10:27
If that means the combat penalties/bonuses in different terrain types suffer from the same bug then this is a very big problem...

Duke John
08-03-2005, 10:33
That would be more difficult to test, but that is possible. Hiding in forest/tall gras does work in the appropiate places, so the code is at least able to tell on which groundtype an unit is, but it somehow goes wrong for movement.

Intrepid Sidekick
08-03-2005, 11:45
Hi there Duke,

We just had a look at this to see if we could repeat it here at CA. But we failed to reproduce the effect. :embarassed:

Could you pm me with more info? i.e. Map that you played on, units used to test, terrain types tested on, patch number etc.

It may be that we have already addressed the issue but we would like to be sure of it.

Thank you.

Intrepid Sidekick

P.S This isnt a request for everyone and their monkey to send me a PM or a vast list of bug reports. ~:) There is a seperate thread for that elsewhere on these forums. Thank you. :bow:

Duke John
08-03-2005, 12:36
(I have sent a PM to Intrepid Sidekick.)


The "bug" did not appear in the unmodified version of R:TW 1.2. So it appears the problem lies somewhere in modding other files. I will look into this and post any results here.

CA is off the hook :wink: my apalogies for any worries I may have caused :goofy:

Edit: unless it turns out that this is afterall still caused by a bug in the code it would be better if this thread was moved the modding forums as it no longer applies to original R:TW.

Lord Adherbal
08-03-2005, 15:14
The "bug" did not appear in the unmodified version of R:TW 1.2. So it appears the problem lies somewhere in modding other files. I will look into this and post any results here.

I would've given it a try myself but my comp is in repairs (should have it back today). I hope it doesnt happen in my mod cos I find terrain modifiers rather important for good strategical gameplay.

Was this test ran on grassy flatland ? I ask this because that map is a bit weird. For example there is a patch of terrain near the bottom of the map were units can hide even tho there is no forest visible (and the units did not have the "hide_anywere" or "hide_in_long_grass" attributes).