Re: winter movement
Going off topic a bit but as it seems like Andy is dabling with the map & movement at the moment trees are in my view the thing that could do with updating.
Orchards are obviosly sparse trees or large bush type plants so a minor hinderance.fine as they are.
For woods / jungle a possible other ways to do it.
Two types of wood
Normal wood/jungle & dense wood/jungle
Most woods completly surrounded by other woods would be dense the rest normal.
They could offer diffrent levels of cover, move rates & possibly heights
Dense woods should also be breakdown hexes at a higher level than rough, Say tracked could move 2 hexes at minor risk 3 is gambling.
Vehicles now skirt large areas of woods & can still dash across open to the woods edge though they standard woods could also have a low breakdown chance if wish, say at risk if moving over 6 hexes.
This will still let vehicles take advantage of clearings & race across 1 or 2 clear hexes.
Modifying the map generator though would be major work so perhaps for map makers only & I am not sure how the AI would deal with it either.
You could make trails to buy putting a line of standard trees through the dense trees, ideal for ambush possibly
At the moment you can combine rough & impassable terrain with trees to slow or prevent vehicles but this gives infantry high levels of cover & the AI does not handle impassable terrain to well.
Get rid of a paved road type if need a spare button the only diffrence I can see between them is cosmetic, or give it over to brush which would have similar properties to high grass possibly offering slightly better concealment.
__________________
John
|