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 03-29-2016, 03:09 AM #1 GtS   Join Date: Nov 2005 Location: Germany 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, 08:48 AM   #2
dwalend

Join Date: Oct 2005
Re: Another OGRE Terrain Effects Table

Quote:
 Originally Posted by GtS 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

 03-29-2016, 04:24 PM #3 FJCestero     Join Date: Jun 2008 Location: Charleston SC, USA 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, 06:38 PM   #4
GranitePenguin
Ogre Line Editor

Join Date: Sep 2006
Location: Plainfield, IL
Re: Another OGRE Terrain Effects Table

Quote:
 Originally Posted by FJCestero Actually, I believe someone put something like this together already. Can't remember.
Yes, someone did. Unfortunately, I can't recall who/where either.
__________________
GranitePenguin
Ogre Line Editor

 03-29-2016, 06:41 PM #5 GranitePenguin Ogre Line Editor     Join Date: Sep 2006 Location: Plainfield, IL Re: Another OGRE Terrain Effects Table __________________ GranitePenguin Ogre Line Editor
03-29-2016, 08:55 PM   #6
offsides

Join Date: Jun 2008
Location: Cheltenham, PA
Re: Another OGRE Terrain Effects Table

Quote:
 Originally Posted by GranitePenguin
Yup, that's mine. Feel free to use it in part or whole as you see fit :)
__________________
Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division

 03-29-2016, 09:57 PM #7 wolf90     Join Date: Jun 2010 Re: Another OGRE Terrain Effects Table Josh, Although most are pretty self-evident, do you have a key for the various symbols? D. __________________ Proud sponsor of Ogre KS \$4.5k Sheet #3 - Bringing the Vatican Guard, a Tiger-striped mercenary unit, and of course pink GEVs, to a game near you! Orders may be placed here.
04-01-2016, 05:15 PM   #8
offsides

Join Date: Jun 2008
Location: Cheltenham, PA
Re: Another OGRE Terrain Effects Table

Quote:
 Originally Posted by wolf90 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.
__________________
Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division

04-04-2016, 02:58 PM   #9
offsides

Join Date: Jun 2008
Location: Cheltenham, PA
Re: Another OGRE Terrain Effects Table

Quote:
 Originally Posted by offsides 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.
__________________
Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division

 04-15-2016, 04:55 AM #10 Tim Kauffman   Join Date: Jul 2014 Location: Pennsylvania 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. :) __________________ "So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars

 Tags ogre, table, terrain

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