This file includes the 16 sets of Terrain properties for each terriain type. The sets are used as follows:
- 0-7 are used randomly where the selected terrain type is assigned.
- 8-11 are outside the random sets, unued at this time. may some day appear where set manually in the map editor (unimplemented)
- 12 is a special mesh for coastal hexes that has a center and 6 edges. Edges adjacent to water are hidden. Implemented Version 12.1078.
- set 13 is for use when units are in the hex
- For example, cause mountains to be 'flattened' when units are in hex
- set 14 is used when a road is built in the hex.
- if ever a road is removed the tile will return to Frame 0 for the type of terrain in the hex even if it previously had a set frame (1-12 range)
- set 15 is used when a facility is built in the hex.
- Terrain Frame selection priority: Facility (15) if present, then Road (14) if present, then Unit (13) if present.
- If a Road is present but there is no Frame (14) defined, then Frame (0) will always be shown.
- The Map Editor or Procedurale Generation will assign a random frame from sets 0-7 to every hex based on terrain type.
The terrain properties are defined in the DEFAULT.TERX file found in the /Maps/DATA folder. The file can be opened in notepad or renamed as a .csv to be opened in a spreadsheet program. For GR, the Asset Manager tool will be updated to edit this file. The file contains headers but no details about the data:
- TSetx and RaXxx columns unused
- Mx columns are movement penalties for moving through the terrain based on the movement types. These are the same movement types that can be assigned to a unit in the DEFAULT.UNIT file.
- Dx columns are Defense values based on the attack type as per units (Ground, Air, Indirect, Close)
- Sup - undefined
- Wear - undefined
- Entrch - Entrenchement bonus
- Nav? - True = naval
- Trp? - True = Tropical
- Des? - True = Desert
- Alp? - True = Alpine
- Frz? - True = Freezable
- Vis? - True = Low Visibility
All columns after this point define what mesh/textures to use for a given terrain type.
- TxB1.1 - Texture #1
- specified by the terrain ID#
- TtB1.1 - Transparency of texture #1
- Value from 0.00 to 1.00. Blank means default from the engine (currently 0.75)
- NoRot - Disable rotation of mesh with texture #1?
- 1/Y = Do not rotate Texture
- NoHM - Disable HexMask for texture #1?
- 1/Y = Do not use hex mask on texture
- TxB1.2 - Texture #2
- TtB1.2 - Transparency of texture #2
- NoRot - Disable rotation of mesh with texture #2?
- NoHM - SRU: Disable HexMask for texture #2 GR/SRNG: Not used for Base Textures at present
- NoPitch - SR2030: show associated texture only if the map is top down, not when pitched. Use for treetop textures.
- Fx1.1 - Mesh #1 (feature) to be shown in the hex
- specified by the terrain ID#
- Maximum Texture / Mesh # is 256.
- FTx1.1 - Texture to be used on Mesh #1
- specified by the terrain ID#
- FTt1.1 - Transparency of texture to be used on Mesh #1
- Value from 0.00 to 1.00. Blank means default from the engine (currently 1.00)
- FxSc1.1 - Scale of Mesh#1
- Any float value
- NoRot1.1 - Disable rotation of mesh#1?
- 1/Y = Do not rotate the mesh
- NoHM1.1 - 1/Y = SRU: Do not use hex mask on the texture of mesh #1 GR/SRNG: Don't draw depth on Mesh Draw
- Used for trees
- Fx1.2 - Mesh (feature) to be shown in the hex
- FTx1.2 - Texture to be used on Mesh #2
- FTt1.2 - Transparency of texture to be used on the Mesh
- FxSc1.2 - Scale of Mesh#2
- NoRot1.2 - Disable rotation of mesh#2?
- NoHM1.2 - 1/Y = Do not use hex mask (SRU) or Depth Draw (GR/SRNG) on the texture of the mesh #2
- NoPitch - SR2030: show associated texture only if the map is top down, not when pitched. Unused with features.
SR2020 Terrain Tiles[]
Submitted by Balthagor on Tue, 01/15/2013 - 17:38 In Supreme Ruler 2020 there are 16 terrain types.
All land types except 'Mountain' may be flat-ground or high-ground; Mountain terrain is always high ground.
| Terrain | Land Units? | Naval Units? | Notes |
|---|---|---|---|
| Plains | Yes | No | Easily traversable by wheeled and tracked units. |
| Rough | Yes | No | Slight penalty for wheeled units. |
| Light Forest | Yes | No | Penalty for Tracked, greater penalty for wheeled. |
| Dense Forest | Yes | No | Penalty for Tracked, greater penalty for wheeled. |
| Jungle | Yes | No | Penalty for Tracked, greater penalty for wheeled. |
| Swamp | Yes | No | Penalties for both Tracked & wheeled. |
| Semi-Desert | Yes | No | Penalty for wheeled units. |
| Rough Desert | Yes | No | Penalty for Tracked, very high penalty for wheeled. |
| Mountain | Yes | No | High penalty for Tracked, very high penalty for wheeled. |
| Tundra | Yes | No | Penalty for Tracked, very high penalty for wheeled. |
| Coast | Yes | No | Penalty for Tracked, very high penalty for wheeled. |
| River - Narrow | No | No | No Naval Units; Amphibious land units only |
| River - Wide | No | Yes | Naval Units and Amphibious land units only |
| Lake | No | Yes | Naval Units and Amphibious land units only |
| Ocean | No | Yes | Naval Units only |
| Impassible | No | No | Impassible to all but air units |