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| Terrain Bonuses | |
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| Topic Started: Jun 4 2009, 11:27 PM (121 Views) | |
| Sentenal | Jun 4 2009, 11:27 PM Post #1 |
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When you can't make them see the light, make them feel the heat.
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Terrain and movement work pretty much like they do in the game, but heres the information for if you are unfamiliar with the system. Every type of terrain has its own defense, avoid and movement cost. Here what they mean: Name: Name of the terrain type. Defense: Raises the defense of the unit on the terrain, making them more resilient to physical attacks. Avoid: Raises the avoid of the unit on the terrain, making them harder to hit. Movement Cost: Determines how much of a units move is used up when a unit moves into a tile of that terrain. For example, a mercenary (mov: 6) moving through a plains tile (movement cost 1), a mountain tile (movement cost 3) and finally another plains tile (movement cost 1) would have 1 movement point left, so he could move into any adjacent square with a movement cost of 1. If a unit does not have enough movement points to move into a square, they cannot do it. For instance, the above mercenary couldn't walk through another forest (movement cost 2). Any terrain types not listed either have the same stats as "Plains" or are impassible - you can't move into them.
Edited by Crysta, Aug 9 2009, 11:39 PM.
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3:26 AM Nov 27






