03-29-2016, 02:09 AM | #1 |
Join Date: Nov 2005
Location: Germany
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Another OGRE Terrain Effects Table
Hi,
After a very long time, I played OGRE last week again. I had to use the Terrain Effect Table a lot, my memory isn't what it was. I had two problems with the original table. 1. You try to find something and it says "Same as forest" and you have to look there. That's a bit annoying. 2. Some texts are very long and after you read them you think "Ah, yes, I remember." So I made another Terrain Effects Table. Please have a look and tell me what you think. Let me know, if I made mistakes or forgot something important. One thing though needs explaining. The three numbers: 2 / 1 / 3 means 1. number (MVP): The movement points you need to enter that hex. 2. number (ATT): Either 0 or 1 meaning you can attack (1) or you can't (0). 3. number (DEF): Indicates the number by which you multiply your defence, so 0 - no defence, 1 - normal defence, 2 - defence is doubled, 3 - defence is tripled. https://dl.dropboxusercontent.com/u/...ects-Table.pdf |
03-29-2016, 07:48 AM | #2 | ||
Join Date: Oct 2005
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Re: Another OGRE Terrain Effects Table
Quote:
Maybe order the terrain hexes and hexsides from "most friendly to GEVs" to least. The damaged town/forest line is all the same. Maybe take advantage of that to write a whole sentence about cut roads. Use either "Phase Ends" or "Ends Phase" everywhere. It's a little change but saves some dissonance. Quote:
MP2 DX3 M+1 MP1 Can't Attack |
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03-29-2016, 03:24 PM | #3 |
Join Date: Jun 2008
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Re: Another OGRE Terrain Effects Table
You need icons. Like a foot with a superimposed number for movement. And a shield for the defense (and a 'x' to show its a multiplier). Being able to attack is the very common default, so water should have a special gun with a circle and crossbar (also, missiles can be used, I believe...).
Other icons could be invented for other exceptions. Icons should be in different colors, of course. Actually, I believe someone put something like this together already. Can't remember. |
03-29-2016, 07:55 PM | #6 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Another OGRE Terrain Effects Table
Quote:
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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03-29-2016, 08:57 PM | #7 |
Join Date: Jun 2010
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Re: Another OGRE Terrain Effects Table
Josh,
Although most are pretty self-evident, do you have a key for the various symbols? D.
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04-01-2016, 04:15 PM | #8 |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Another OGRE Terrain Effects Table
I do, but apparently I forgot to put it on this particular version of the table. I'll try to remember to update it this weekend.
__________________
Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
04-04-2016, 01:58 PM | #9 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Another OGRE Terrain Effects Table
Quote:
Let me know if you have any questions about the updated table.
__________________
Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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04-15-2016, 03:55 AM | #10 |
Join Date: Jul 2014
Location: Pennsylvania
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Re: Another OGRE Terrain Effects Table
This is really good.
Maybe we can have this in the upcoming new release. Thanks guys. I prefer the one with the icons, but both work well. The more at-a-glance friendly OGRE is the better. :)
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars |
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ogre, table, terrain |
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