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High vegetations vs forest

Posted: Sun Jun 28, 2015 11:04 am
by enric
I detected that if you put a forest in a tile, and then add a long grass for example, the latest takes priority. i.e. the tile is now high vegetation and so, the vehicles may enter, but the base tile is still a forest.
This not happens with others objects.

Re: High vegetations vs forest

Posted: Mon Jun 29, 2015 4:07 pm
by pipfromslitherine
If you put multiple objects with terrain over-rides on a tile then IIRC the behaviour is undefined.

Cheers

Pip

Re: High vegetations vs forest

Posted: Thu Jul 02, 2015 7:31 am
by jomni
Yes. The forest tile is actually irrelevant in my opinion since placing the 3d forest object create the actual forest. When is the forest tile actually used?

Re: High vegetations vs forest

Posted: Thu Jul 02, 2015 8:46 am
by enric
jomni wrote:Yes. The forest tile is actually irrelevant in my opinion since placing the 3d forest object create the actual forest. When is the forest tile actually used?
As useful as to prevent vehicles movement. If you use only FOREST_BIRCH tanks may enter there.

Re: High vegetations vs forest

Posted: Thu Jul 02, 2015 8:49 am
by enric
pipfromslitherine wrote:If you put multiple objects with terrain over-rides on a tile then IIRC the behaviour is undefined.

Cheers

Pip
For me it's illogical that a tile forest (where vehicles can't enter) if you add LONG_GRASS, for example, became an enterable tile for vehicles. IFRC this was not the behavior in BA1 where the tile prevail over added objects.

Re: High vegetations vs forest

Posted: Thu Jul 02, 2015 9:35 am
by jomni
enric wrote:
jomni wrote:Yes. The forest tile is actually irrelevant in my opinion since placing the 3d forest object create the actual forest. When is the forest tile actually used?
As useful as to prevent vehicles movement. If you use only FOREST_BIRCH tanks may enter there.
Ah. So it actually works that way. Thanks.