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Old 03-29-2016, 02:09 AM   #1
GtS
 
Join Date: Nov 2005
Location: Germany
Default 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
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Old 03-29-2016, 07:48 AM   #2
dwalend
 
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Default Re: Another OGRE Terrain Effects Table

Quote:
Originally Posted by GtS View Post
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.
That looks really good. Couple of suggestions:

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:
One thing though needs explaining. The three numbers:
2 / 1 / 3 means
Once you're using space for slashes it makes more sense to use a letter code as a mnemonic. Also, "can't attack" is a special case - just for water. Easier to just add an extra line. GEVs need that line anyway.

MP2 DX3

M+1

MP1 Can't Attack
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Old 03-29-2016, 03:24 PM   #3
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Default 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.
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Old 03-29-2016, 05:38 PM   #4
GranitePenguin
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Default Re: Another OGRE Terrain Effects Table

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Originally Posted by FJCestero View Post
Actually, I believe someone put something like this together already.
Can't remember.
Yes, someone did. Unfortunately, I can't recall who/where either.
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Old 03-29-2016, 05:41 PM   #5
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Default Re: Another OGRE Terrain Effects Table

Found it:
http://www.honorablemenschen.com/ogr...cts_table.html
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Old 03-29-2016, 07:55 PM   #6
offsides
 
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Default Re: Another OGRE Terrain Effects Table

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Originally Posted by GranitePenguin View Post
Yup, that's mine. Feel free to use it in part or whole as you see fit :)
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Old 03-29-2016, 08:57 PM   #7
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Default 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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Old 04-01-2016, 04:15 PM   #8
offsides
 
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Default Re: Another OGRE Terrain Effects Table

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Originally Posted by wolf90 View Post
Josh,

Although most are pretty self-evident, do you have a key for the various symbols?

D.
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.
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Old 04-04-2016, 01:58 PM   #9
offsides
 
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Default Re: Another OGRE Terrain Effects Table

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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.
Well, I forgot, but this reminded me. I even realized I had an updated version of the table (adds 2 columns: Damages To and CM Effects as well as color-coding terrain supertypes (hexes, hexsides and roads/RRs)).

Let me know if you have any questions about the updated table.
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Old 04-15-2016, 03:55 AM   #10
Tim Kauffman
 
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Default 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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