
It makes no sense from an map design point that those would remain uncrossable for ships. Its almost as if they were meant to, yet couldnt get done due to limitations of the time the original RA game was being made.
This can be accomplished by generating an new terrain type, Shallow in the tilesets. Are not using Beach as it results in ugly overlap when the long ship sprites are allowed over coastal beaches, and the intention isnt to allow Ships one tile nearer inlandwards.
TerrainType@Shallow:
Type: Shallow
TargetTypes: Ground
Color: B09C78
which does then get applied to appropriate parts of every Mud crossing bridge tile
# temperate terrain
Template@247:
Id: 247
Images: f01.tem
Size: 3,3
Categories: Bridge
Tiles:
0: Rough
1: Road
2: Road
3: Shallow
4: Shallow
5: Shallow
6: Shallow
7: Shallow
8: Shallow
Template@248:
Id: 248
Images: f02.tem
Size: 3,3
Categories: Bridge
Tiles:
0: Shallow
1: Shallow
2: Shallow
3: Shallow
4: Shallow
5: Shallow
6: Shallow
7: Shallow
8: Shallow
Template@249:
Id: 249
Images: f03.tem
Size: 3,3
Categories: Bridge
Tiles:
0: Shallow
1: Shallow
2: Shallow
3: Shallow
4: Shallow
5: Shallow
6: Clear
7: Road
8: Clear
Template@250:
Id: 250
Images: f04.tem
Size: 3,3
Categories: Bridge
Tiles:
0: Clear
1: Shallow
2: Shallow
3: Road
4: Shallow
5: Shallow
6: Clear
7: Shallow
8: Shallow
Template@251:
Id: 251
Images: f05.tem
Size: 3,3
Categories: Bridge
Tiles:
0: Shallow
1: Shallow
2: Shallow
3: Shallow
4: Shallow
5: Shallow
6: Shallow
7: Shallow
8: Shallow
Template@252:
Id: 252
Images: f06.tem
Size: 3,3
Categories: Bridge
Tiles:
0: Shallow
1: Shallow
2: Clear
3: Shallow
4: Shallow
5: Road
6: Shallow
7: Shallow
8: Clear
# snow terrain
Template@247:
Id: 247
Images: f01.sno
Size: 3,3
Categories: Bridge
Tiles:
0: Rough
1: Road
2: Road
3: Shallow
4: Shallow
5: Shallow
6: Shallow
7: Shallow
8: Shallow
Template@248:
Id: 248
Images: f02.sno
Size: 3,3
Categories: Bridge
Tiles:
0: Shallow
1: Shallow
2: Shallow
3: Shallow
4: Shallow
5: Shallow
6: Shallow
7: Shallow
8: Shallow
Template@249:
Id: 249
Images: f03.sno
Size: 3,3
Categories: Bridge
Tiles:
0: Shallow
1: Shallow
2: Shallow
3: Shallow
4: Shallow
5: Shallow
6: Clear
7: Road
8: Clear
Template@250:
Id: 250
Images: f04.sno
Size: 3,3
Categories: Bridge
Tiles:
0: Clear
1: Shallow
2: Shallow
3: Road
4: Shallow
5: Shallow
6: Clear
7: Shallow
8: Shallow
Template@251:
Id: 251
Images: f05.sno
Size: 3,3
Categories: Bridge
Tiles:
0: Shallow
1: Shallow
2: Shallow
3: Shallow
4: Shallow
5: Shallow
6: Shallow
7: Shallow
8: Shallow
Template@252:
Id: 252
Images: f06.sno
Size: 3,3
Categories: Bridge
Tiles:
0: Shallow
1: Shallow
2: Clear
3: Shallow
4: Shallow
5: Road
6: Shallow
7: Shallow
8: Clear
# desert terrain
Template@600:
Id: 600
Images: f01.des
Size: 3,3
Categories: Bridge
Tiles:
0: Rough
1: Road
2: Road
3: Shallow
4: Shallow
5: Shallow
6: Shallow
7: Shallow
8: Shallow
Template@601:
Id: 601
Images: f02.des
Size: 3,3
Categories: Bridge
Tiles:
0: Shallow
1: Shallow
2: Shallow
3: Shallow
4: Shallow
5: Shallow
6: Shallow
7: Shallow
8: Shallow
Template@602:
Id: 602
Images: f03.des
Size: 3,3
Categories: Bridge
Tiles:
0: Shallow
1: Shallow
2: Shallow
3: Shallow
4: Shallow
5: Shallow
6: Clear
7: Road
8: Clear
Template@603:
Id: 603
Images: f04.des
Size: 3,3
Categories: Bridge
Tiles:
0: Clear
1: Shallow
2: Shallow
3: Road
4: Shallow
5: Shallow
6: Clear
7: Shallow
8: Shallow
Template@604:
Id: 604
Images: f05.des
Size: 3,3
Categories: Bridge
Tiles:
0: Shallow
1: Shallow
2: Shallow
3: Shallow
4: Shallow
5: Shallow
6: Shallow
7: Shallow
8: Shallow
Template@605:
Id: 605
Images: f06.des
Size: 3,3
Categories: Bridge
Tiles:
0: Shallow
1: Shallow
2: Clear
3: Shallow
4: Shallow
5: Road
6: Shallow
7: Shallow
8: Clear
then have to add the new Terrain to Locomotors inside world.yaml, so units can pass traverse it.
# use same speed as Beach for this
Locomotor@WHEELED:
Name: wheeled
Crushes: mine, crate
TerrainSpeeds:
Clear: 80
Rough: 40
Road: 100
Bridge: 100
Ore: 70
Gems: 70
Scraps: 70
Beach: 40
Shallow: 40
# etc ... etc ...
Locomotor@NAVAL:
Name: naval
Crushes: mine, crate
TerrainSpeeds:
Water: 100
Shallow: 70
for extra convenience can make submarines uncloak when crossing shallow terrain
GrantConditionOnTerrain@CROSSINGFORD:
Condition: shallowcrossing
TerrainTypes: Shallow
# and then adding it to Cloak of Submarine
Cloak:
...
PauseOnCondition: cloak-force-disabled || shallowcrossing
I've never really understood this suggestion. The muddy terrain implies a depth of less than a meter, otherwise infantry or tanks would not be able to cross. Boats like a gunboat/destroyer/cruiser tend to have a draft of several meters, so it is physically impossible to have terrain that both an infantry and a gunboat (let alone a cruiser) could cross.
From a mapmaking and gameplay standpoint, bridges dividing waters into two halves that cannot get crossed unto the other side is terrible, and reason enough to avoid placing them should the intent have been to obtain one body of water.
Related/dupes: #17071, #14218.
I'd say we could let the transport hovercraft pass it without going against basic common sense. However, that will also have an impact on singleplayer missions and many existing multiplayer maps which were designed with this divide in mind.
Most helpful comment
I've never really understood this suggestion. The muddy terrain implies a depth of less than a meter, otherwise infantry or tanks would not be able to cross. Boats like a gunboat/destroyer/cruiser tend to have a draft of several meters, so it is physically impossible to have terrain that both an infantry and a gunboat (let alone a cruiser) could cross.