Did the "fords" texture tile get fixed?

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DaveyJJ
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Did the "fords" texture tile get fixed?

Post by DaveyJJ »

Just remembered that in an older thread it was pointed out that the fords texture didn't allow (vehicle?) movement across streams. I'm trying to get my first MP map complete, depicting the Canadian's fight to retake the Normandy village of Putot-en-Bessin (June 8th), and am going to need a fordable stream. Can someone clarify, please, for this old guy?

Thanks.
twoeyes
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Post by twoeyes »

Hi there,

Its not been fixed yet I'm afraid - its on the list.

If you're desperate, try placing a rough ground overlay tile on top of the river. It turns the river into rough ground and so allows infantry to cross it. It blends nicely with the river edge overlays, but for some reason, doesn't sit so well with the stream edge (Grrr - another bug to fix).
DaveyJJ
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Post by DaveyJJ »

twoeyes wrote:Hi there,

Its not been fixed yet I'm afraid - its on the list.

If you're desperate, try placing a rough ground overlay tile on top of the river. It turns the river into rough ground and so allows infantry to cross it. It blends nicely with the river edge overlays, but for some reason, doesn't sit so well with the stream edge (Grrr - another bug to fix).
Thanks, I'll do that.
Merr
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Post by Merr »

For a temporary fix .... This is what I'm doing in my scenario folder .... (if you're up to such a task)

1. Create a new folder called tiles , ie .... My Games\BBCBA\CAMPAIGNS\my_campaign\Tiles
2. Copy/Paste the OverLay folder (french overlays in this case) and it's contents from the main folder to your new tiles folder, ie ... My Games\BBCBA\CAMPAIGNS\my_campaign\Tiles\Overlay
3. Open the TILES.TXT file (in your new folder, not the main), and locate the [Tile59] entry, add TERRAIN_0_0 RoughGround, such as below ;

Code: Select all

[Tile59]
LAYER 1
TERRAIN_0_0 RoughGround 
TEXX_0_0 2
TEXY_0_0 7
TEXTURE_0_0 1 
4. Save
5. Run the Editor and load your scenario BAM .... You will now see two folders that read FRENCH OVERLAYS, your new folder is the second (bottom) folder.
6. Select the FORD and you'll note it is now rough terrain

Now, you could make your own Overlay folder, ie Merr_Overlay .... but you'll need to include (in your text1 file) the new IDS_T entries, ie see below ;

Code: Select all

IDS_T_Merr_Overlay, "Merr Overlays",

IDS_T_Merr_Overlay_Tile1, "Track",
IDS_T_Merr_Overlay_Tile2, "Track 1",
etc
etc
etc
Hope that helps, for now.
pipfromslitherine
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Post by pipfromslitherine »

Just to note, if you don't add in the IDS_ text entries, the editor will just use the folder and tile names, so if you're not too bothered you can avoid that extra step.

Cheers

Pip
IainMcNeil
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Post by IainMcNeil »

Guys just looking at this - fords are only intended for infantry not vehicles so this sounds like it is working as intended unless I misunderstand?
Merr
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Post by Merr »

iainmcneil wrote:Guys just looking at this - fords are only intended for infantry not vehicles so this sounds like it is working as intended unless I misunderstand?
Ian,

The FORD tile layer doesn't change the underlying terrain characteristics. You can see this by using the editor. Create a river and then drop your FORD tile onto the river, the terrain will still read WATER, in which case, any unit cannot cross water terrain!

If you intended the ford to only allow infantry to cross, you need to include a new terrain.txt with [FORD], and set the cost to 100 for vehicles.

My MUD/FORD template download makes the change, but I allowed vehicles to cross.

See MUD/FORD template thread .... viewtopic.php?t=19927
IainMcNeil
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Post by IainMcNeil »

Fords are intended to be terrain type "Marsh" which infantry can cross. Can you let me know which one exactly is not working as in general it works as a number of scenarios rely on this.
Merr
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Post by Merr »

iainmcneil wrote:Fords are intended to be terrain type "Marsh" which infantry can cross. Can you let me know which one exactly is not working as in general it works as a number of scenarios rely on this.
Ian,

Looking at all the scenario folders, the FORD tile is using the default, meaning all your maps show terrain type "WATER".
For example, run the first Normandy scenario ... There are FORD tiles on the German side of the map, reading WATER.

Since you want the terrain type to read "MARSH" ... then in the TILES.TXT (overlays folder for each theater) it should read :

Code: Select all

[Tile59] 
LAYER 1 
TERRAIN_0_0 Marsh
TEXX_0_0 2 
TEXY_0_0 7 
TEXTURE_0_0 1 
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