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I'm a bit confused about what the movement costs mean in the parameter data dialogue. I'm trying to find out which terrain types/hex edges are impassable. So, in the pic below, for example, the cost for infantry for moving on a road, in line, is given as 0, but also for moving over a creek, or water. Is there some other part of the PD dialogue that shows what terrain is impassable, that I am missing? I assume water, at least, is impassable, but road is not. Infantry can move in line along a road, I assume, though they will risk disorder. In column it costs them 1 to move along a road, but 0 to move over water? I don't get it. Is it that things like water have no costs attached because you can't move there at all? And if so, as I said, where do I find the list of hex sides or hex terrain types that are impassable?

Thanks.

Peter

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Well the data is only partly helpful. For instance a line unit will disorder when going through a marsh, so MP is automatically halved.

Only impassable terrain for columns are high walls and rivers/creeks without a crossing. For lines, it's the same except you cannot cross a bridge in line formation. But almost any type of terrain other than clear will disorder the things. As will going up embankments. Cavalry is pretty much the same as line infantry in terms of behaviour. Guns and supply are far more restricted and this can vary from game to game. Parameters from one game are not necessarily applicable to another.

Just a few rules of thumb.
Thanks Agmoss. But how do you know this? Where is it I can find the list of impassable terrain types for each unit type, in each different game/scenario? It's not in the parameter data, as far as I can see. As I pointed out above, the PD gives a terrain cost for roads that is the same as water, when clearly one is impassable and the other not. I assume there must be somewhere else that I can find out that 'creeks' for example, are impassable?
Not sure where I know this from. Maybe from the user manual, there's a bit in there under Movement.  And probably trial and error in my early days.

Don't forget, you can right click on the terrain info box and that will tell you what is in the adjacent hex.

Not sure that helps much.
(02-22-2017, 07:31 PM)agmoss99 Wrote: [ -> ][quote pid='419085' dateline='1487674495']
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Only impassable terrain for columns are high walls and rivers/creeks without a crossing...

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This is dependent upon the PDT coding - I am pretty sure that the crossing costs can be edited to make these function differently.

Keep in mind that not all coding is intentional -one story I have from testing a title (different series) - the designer inadvertently coded rail hexsides so that they were impassible terrain for mounted units (including leaders) - he thought he was making it a no effect on movement allowances and used the wrong coding -- presto ... no movement along RR hexes.

Conversely full water hexes can also be made into hexes where you can move through (I think) - leastwise I am going to try it out. There is a PDT coding table in one of the titles -probably is also in some of Bill Peters work since Leipzig (maybe Austerlitz), because I know that the notes in REN were adapted from it.


Edit: It's in Leipzig.