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Old 01-11-2018, 02:11 PM   #6
GranitePenguin
Ogre Line Editor
 
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Join Date: Sep 2006
Location: Plainfield, IL
Default Re: BEACH Overlays/Hexes/Tiles

Quote:
Originally Posted by TheAmishStig View Post
Is it a moot point due to a bug in the video game? Maybe I'm not looking in the right place, but the ODE PDF doesn't say anything about having to stop before entering a swamp...just that it costs double and comes with a disable/stuck risk. Unless...the only other thing I can think of [as I don't have the Quagmire map in front of me] is maybe we're looking at the edge case of a water hex bordering a swamp hex?
The issue is not the swamp, the issue is the water next to the swamp:
5.08.2 ...A GEV approaching the edge of a body of water must end its movement phase at the edge of the water, and may not move onto (or leave) the water until its next movement phase, as though it were crossing a stream.
A GEV has to stop, regardless of the terrain on the other side of the bank. What's trying to be "fixed" (assuming it needs to be) is that the only thing currently in the game that can negate that (in nature) is a beach; and beaches are currently only full-hex terrain types, so it can't be used for town/water, forest/water, swamp/water, etc.
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