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				Materne Pond
				Posted: Wed Dec 14, 2016 5:45 pm
				by mcaryf
				I am sorry if this has been mentioned before but is it possible to do anything about the Materne Pond in QB?  I have seen troops happily firing away whilst apparently under water.  Either troops should not be allowed to enter it or the graphics should show water of about 3 foot depth.  I had a quick look at the sources and I have not found any that describe its actual depth but also none saying it was fordable.
If I change the QB.csv map file to make the pond 1.0 rather than its current 0.9 impedance will that stop troops going into it?
Regards
Mike
			 
			
					
				Re: Materne Pond
				Posted: Wed Dec 14, 2016 6:23 pm
				by Little Powell
				Hi mcaryf - Changing that value to 1.0 will just make the troops slower and suffer more of a fatigue penalty.  The pond has a "no move" border around it, just as large unfordable streams do, but unfortunately the system is not perfect and occasionally troops will still step into it.
I'm sorry that I don't have a better answer.. But again, the pond system has it's issues.  It's either we remove it completely and have the troops walk through the pond freely, or have the border which helps out a lot, but is not perfect.
			 
			
					
				Re: Materne Pond
				Posted: Wed Dec 14, 2016 8:51 pm
				by Saddletank
				Making it shallow at about 3ft depth would be a third option.
The ponds on the fictional maps suffer the same problem, especially the north pond of Die Heugel. I don't see the barrier around that pond ever keeping troops out, including couriers.
If they can't be fully fixed, would prefer to see the ponds deleted.
			 
			
					
				Re: Materne Pond
				Posted: Thu Dec 15, 2016 3:09 am
				by mcaryf
				I would not like the delete the pond option as the Materne pool was a real feature that troops used to anchor their position during the actual battle.  A shallower depth would be preferable if possible as it is just about feasible to shoot whilst standing in water but obviously not whilst under water!  Actually does being in or under the water afford any defensive benefit?
Regards
Mike
			 
			
					
				Re: Materne Pond
				Posted: Thu Dec 15, 2016 5:02 am
				by Jace11
				In QB.csv change Unit Can't Halt entry for IDS_MAP_POND (Greyscale 12) to 1. By default it is set to 0 for the QB map but in all other maps that come with the game, POND is set to 1 for "Unit Can't Halt". This will make it impossible for units to sit in the water and fire. They will still occasionally move through it (especially when retreating) but on the whole they try and avoid it and it solved the problem for me.
Yesterday I also spotted another error in the file with the smoke effects for Lairalle and Grand Pierrepont being set to the wrong color (i.e location). This results in damage to one fort causing smoke to appear at the other. It's easily remedied by swapping the numbers highlighted below (in that file).
124257	113643	0	0	GFX_Smoke_1	SFX_Fire_1	20	300	600							
124462	115875	0	0	GFX_Smoke_1	SFX_Fire_1	20	400	2000							
122218	113718	0	0	GFX_Smoke_1	SFX_Fire_1	20	450	1200							
154550	138036	0	0	GFX_Smoke_1	SFX_Fire_1	21	450	600							
154751	139885	0	0	GFX_Smoke_1	SFX_Fire_1	21	250	2000							
154732	71360	0	0	GFX_Smoke_1	SFX_Fire_1	22	250	600							
154777	69029	0	0	GFX_Smoke_1	SFX_Fire_1	22	200	2000							
156175	70181	0	0	GFX_Smoke_1	SFX_Fire_1	22	400	1200
			 
			
					
				Re: Materne Pond
				Posted: Fri Dec 16, 2016 3:07 pm
				by mcaryf
				Hi Jace11
I have tried that and it is much better than it was.
Many thanks
Mike
			 
			
					
				Re: Materne Pond
				Posted: Fri Dec 16, 2016 6:02 pm
				by Little Powell
				In QB.csv change Unit Can't Halt entry for IDS_MAP_POND (Greyscale 12) to 1. By default it is set to 0 for the QB map but in all other maps that come with the game, POND is set to 1 for "Unit Can't Halt". This will make it impossible for units to sit in the water and fire. They will still occasionally move through it (especially when retreating) but on the whole they try and avoid it and it solved the problem for me.
Yesterday I also spotted another error in the file with the smoke effects for Lairalle and Grand Pierrepont being set to the wrong color (i.e location). This results in damage to one fort causing smoke to appear at the other. It's easily remedied by swapping the numbers highlighted below (in that file).
124257	113643	0	0	GFX_Smoke_1	SFX_Fire_1	20	300	600							
124462	115875	0	0	GFX_Smoke_1	SFX_Fire_1	20	400	2000							
122218	113718	0	0	GFX_Smoke_1	SFX_Fire_1	20	450	1200							
154550	138036	0	0	GFX_Smoke_1	SFX_Fire_1	21	450	600							
154751	139885	0	0	GFX_Smoke_1	SFX_Fire_1	21	250	2000							
154732	71360	0	0	GFX_Smoke_1	SFX_Fire_1	22	250	600							
154777	69029	0	0	GFX_Smoke_1	SFX_Fire_1	22	200	2000							
156175	70181	0	0	GFX_Smoke_1	SFX_Fire_1	22	400	1200
Thank for this; we'll make sure and address these issues in the next patch.
 
			
					
				Re: Materne Pond
				Posted: Fri Dec 16, 2016 9:26 pm
				by Asid
				Regarding the pond
Can you not treat it as an obstacle? Like a building. This way the men need to go round and not through. If this is the case then can the men still fire through the space above it?
You could treat it as shallow so the men could wade through. Slowing them down.
I really feel this should be addressed as landmarks and features are at the heart of these games. They should not just be there for eye candy.
Regards
			 
			
					
				Re: Materne Pond
				Posted: Fri Dec 16, 2016 10:18 pm
				by Saddletank
				Sprites will sometimes walk through buildings as well...
			 
			
					
				Re: Materne Pond
				Posted: Fri Dec 16, 2016 10:51 pm
				by Asid
				Sprites will sometimes walk through buildings as well...
I have seen this  :silly: