Rubble Movement Denial for Armor/Wheeled
Moderators: Slitherine Core, BA Moderators
-
Old_Warrior
- Major - Jagdpanther

- Posts: 1019
- Joined: Fri Apr 30, 2010 3:13 am
Rubble Movement Denial for Armor/Wheeled
Is there an easy way to adjust the Rubble MP cost for Armor/Wheeled vehicles so that they CANNOT enter this kind of Object?
Have added Rubble to my maps and would like to also make it impassable to vehicles. Am thinking that I just need to add it into an Objects.txt file and change the MP cost for these types. Is that correct or is there more that needs to be done?
Have added Rubble to my maps and would like to also make it impassable to vehicles. Am thinking that I just need to add it into an Objects.txt file and change the MP cost for these types. Is that correct or is there more that needs to be done?
-
pipfromslitherine
- Site Admin

- Posts: 9928
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Rubble Movement Denial for Armor/Wheeled
You would need to change the object terrain type to a terrain which is impassible to vehicles. If there is a rubble terrain type you would need to alter the movement cost for vehicles in a local copy for your campaign.
Cheers
Pip
Cheers
Pip
-
Old_Warrior
- Major - Jagdpanther

- Posts: 1019
- Joined: Fri Apr 30, 2010 3:13 am
Re: Rubble Movement Denial for Armor/Wheeled
Would that be done in a Terrain.txt file that goes in the main module folder for my campaign? I see that there is one in the main BA folder and would just add in a line for each Rubble type that the game has.
Line would look like this:
[OpenGround]
INFANTRY 4
TRACKED 0
HALFTRACK 0
ARTILLERY 0
WHEELED 0
BOAT 0
AMPHIBIOUS 0
COVERFLAGS 1 // can infantry hide in this terrain
COVERVALUE0 40 // % damage inflicted if target is stationary
COVERVALUE1 60 // % damage inflicted if target is moving
COVERVALUE2 0 // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /5 /10 is about the right amount.
COVERVALUE3 0 // is this a fortification?
The COVERFLAGS is set to 1 to allow infantry to hide in that terrain type.
I am assuming that Rubble should not be treated as a Fortification but what exactly does turning that Flag on do?
The MP amounts are zero for all vehicles. I am assuming that this means that they cannot enter that tile. Correct?
Finally, should I COPY the Rubble object from the BA Objects folder over to my module-campaign folder and rename it or only use the Terrain.txt file to take care of the MP costs/etc? In other words since I want ALL Rubble to act this way in my campaign will just using the Terrain.txt file entry in my campaign folder work or does a different name for the Object have to be used?
Line would look like this:
[OpenGround]
INFANTRY 4
TRACKED 0
HALFTRACK 0
ARTILLERY 0
WHEELED 0
BOAT 0
AMPHIBIOUS 0
COVERFLAGS 1 // can infantry hide in this terrain
COVERVALUE0 40 // % damage inflicted if target is stationary
COVERVALUE1 60 // % damage inflicted if target is moving
COVERVALUE2 0 // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /5 /10 is about the right amount.
COVERVALUE3 0 // is this a fortification?
The COVERFLAGS is set to 1 to allow infantry to hide in that terrain type.
I am assuming that Rubble should not be treated as a Fortification but what exactly does turning that Flag on do?
The MP amounts are zero for all vehicles. I am assuming that this means that they cannot enter that tile. Correct?
Finally, should I COPY the Rubble object from the BA Objects folder over to my module-campaign folder and rename it or only use the Terrain.txt file to take care of the MP costs/etc? In other words since I want ALL Rubble to act this way in my campaign will just using the Terrain.txt file entry in my campaign folder work or does a different name for the Object have to be used?
-
pipfromslitherine
- Site Admin

- Posts: 9928
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Rubble Movement Denial for Armor/Wheeled
Yes, you can just copy one of the existing entries and tweak the costs. You would not want to set the fortification flags as this affects things like whether units will surrender etc.
Movement costs should never be zero (it would mean they could move any number of tiles). I don't see zero movement costs in the main game terrain file. They should be set v high (e.g. 100) to prevent movement.
You would need to add an object to your campaign folder objects and give it the appropriate terrain type, yes. There isn't a rubble terrain type in the terrains file currently.
Cheers
Pip
Movement costs should never be zero (it would mean they could move any number of tiles). I don't see zero movement costs in the main game terrain file. They should be set v high (e.g. 100) to prevent movement.
You would need to add an object to your campaign folder objects and give it the appropriate terrain type, yes. There isn't a rubble terrain type in the terrains file currently.
Cheers
Pip
-
Old_Warrior
- Major - Jagdpanther

- Posts: 1019
- Joined: Fri Apr 30, 2010 3:13 am
Re: Rubble Movement Denial for Armor/Wheeled
Ok - last questions: I have gotten everything to work but just need to know if I should delete the DAMAGE value for each Rubble entry in the Objects.txt file. In other words since it is Rubble already it seems to me that having Rubble turn into more rubble is senseless. Correct?
Here is my entry for one of the Rubble lines in the Objects file:
[RUBBLE32X32A-BP]
//BLOCKING
//TERRAIN Building
//PLACEMENT 8
DAMAGE 150
FADE
Height 4
CLUSTER 0.4
HIDEDAMAGE
So should I change it to this:
[RUBBLE32X32-BP]
//BLOCKING
//TERRAIN Building
//PLACEMENT 8
//DAMAGE 150
FADE
Height 4
CLUSTER 0.4
HIDEDAMAGE
Or is there supposed to be a value for Rubble and if so what should it be so that it does not invoke more Rubble?
Also to clarify things: my rubble is mainly in the STREET blocking roads. It shows up as BUILDING type. I have rem'd out the BLOCKING value for it as tanks could and did cross it albeit at a reduced rate.
Last question:
Here is a sample line for one of the Rubble entries in the Terrain.txt file I am using in my module:
[RUBBLE32X32-BP]
INFANTRY 8
TRACKED 32
HALFTRACK 32
ARTILLERY 100
WHEELED 100
BOAT 100
AMPHIBIOUS 100
COVERFLAGS 1 // can infantry hide in this terrain
COVERVALUE0 40 // % damage inflicted if target is stationary
COVERVALUE1 60 // % damage inflicted if target is moving
COVERVALUE2 0 // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /5 /10 is about the right amount.
COVERVALUE3 0 // is this a fortification?
Tracked vehicles start with 40 APs. I noted that when an M10 moved from one Open tile to an Open tile that had Rubble in it that it still only used the Open tile cost. No additional cost was used.
Question: is there a way to have the Rubble add on the MP cost as found in the Terrain.txt file in my module? For instance for Tracked the cost is 32 MPs. The total cost to enter the Rubble location would be either 32 or it would be 32 + 6 for the rubble and open tiles (or are costs not cumulative.
If this is all too confusing I will just used the BLOCKED value and just change the MP costs back to 100. When I had them set that way the mech units could not enter the rubble at all.
Here is my entry for one of the Rubble lines in the Objects file:
[RUBBLE32X32A-BP]
//BLOCKING
//TERRAIN Building
//PLACEMENT 8
DAMAGE 150
FADE
Height 4
CLUSTER 0.4
HIDEDAMAGE
So should I change it to this:
[RUBBLE32X32-BP]
//BLOCKING
//TERRAIN Building
//PLACEMENT 8
//DAMAGE 150
FADE
Height 4
CLUSTER 0.4
HIDEDAMAGE
Or is there supposed to be a value for Rubble and if so what should it be so that it does not invoke more Rubble?
Also to clarify things: my rubble is mainly in the STREET blocking roads. It shows up as BUILDING type. I have rem'd out the BLOCKING value for it as tanks could and did cross it albeit at a reduced rate.
Last question:
Here is a sample line for one of the Rubble entries in the Terrain.txt file I am using in my module:
[RUBBLE32X32-BP]
INFANTRY 8
TRACKED 32
HALFTRACK 32
ARTILLERY 100
WHEELED 100
BOAT 100
AMPHIBIOUS 100
COVERFLAGS 1 // can infantry hide in this terrain
COVERVALUE0 40 // % damage inflicted if target is stationary
COVERVALUE1 60 // % damage inflicted if target is moving
COVERVALUE2 0 // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /5 /10 is about the right amount.
COVERVALUE3 0 // is this a fortification?
Tracked vehicles start with 40 APs. I noted that when an M10 moved from one Open tile to an Open tile that had Rubble in it that it still only used the Open tile cost. No additional cost was used.
Question: is there a way to have the Rubble add on the MP cost as found in the Terrain.txt file in my module? For instance for Tracked the cost is 32 MPs. The total cost to enter the Rubble location would be either 32 or it would be 32 + 6 for the rubble and open tiles (or are costs not cumulative.
If this is all too confusing I will just used the BLOCKED value and just change the MP costs back to 100. When I had them set that way the mech units could not enter the rubble at all.
-
Old_Warrior
- Major - Jagdpanther

- Posts: 1019
- Joined: Fri Apr 30, 2010 3:13 am
Re: Rubble Movement Denial for Armor/Wheeled
Ignore my comment about using the "BLOCKING" value in the Objects file as that is all about LOS I believe. I think I meant to say I will just change it back to being a Building type.
The idea is that I would LIKE for certain vehicle types to cross Rubble but at a higher cost than an OPEN tile.
The idea is that I would LIKE for certain vehicle types to cross Rubble but at a higher cost than an OPEN tile.
-
pipfromslitherine
- Site Admin

- Posts: 9928
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Rubble Movement Denial for Armor/Wheeled
The damage value just alters the change in texture for the object, so changing it is up to you - perhaps check with whoever set up the original object.
Cheers
Pip
Cheers
Pip
-
Old_Warrior
- Major - Jagdpanther

- Posts: 1019
- Joined: Fri Apr 30, 2010 3:13 am
Re: Rubble Movement Denial for Armor/Wheeled
What I need to find out is if I use Building type and it sustains a certain amount of damage will it then become different looking. Something I can figure out on my own. Thanks for the info!
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Rubble Movement Denial for Armor/Wheeled
Hey OW, a quick n dirty for this is choose your terrain tile, eg cobbles, dust, grass, etc... Then drop a few rubble objects on (several looks more realistic than one alone)... And finally add a Rough Ground overlay... Rough ground will usually make your rubble look better and is automatically inaccessible to vehicles... Also provides higher cover, which rubble should do (a la Monte Cassino)... Good luck!
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
Old_Warrior
- Major - Jagdpanther

- Posts: 1019
- Joined: Fri Apr 30, 2010 3:13 am
Re: Rubble Movement Denial for Armor/Wheeled
Tks GL88! Good ideas. I will experiment a bit with the look and feel of it.