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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
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