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Did the "fords" texture tile get fixed?
Posted: Fri Sep 03, 2010 1:23 pm
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.
Posted: Fri Sep 03, 2010 2:16 pm
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).
Posted: Fri Sep 03, 2010 2:26 pm
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.
Posted: Sun Sep 05, 2010 12:05 am
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 ;
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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.
Posted: Sun Sep 05, 2010 2:02 am
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
Posted: Tue Jul 19, 2011 4:35 pm
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?
Posted: Tue Jul 19, 2011 4:45 pm
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
Posted: Wed Jul 20, 2011 8:21 am
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.
Posted: Thu Jul 21, 2011 3:46 pm
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 :
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[Tile59]
LAYER 1
TERRAIN_0_0 Marsh
TEXX_0_0 2
TEXY_0_0 7
TEXTURE_0_0 1