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gemini
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Hi Xmon, Well I'm not sure if this will solve the problem but I think it would be a good work around though if it works
code:
TERRAIN_TYPE_FOREST
TERRAIN_CAN_DIE
ENV_BASE {
ENV_SCORE 84
ENV_GOLD 0
ENV_DEAD_GOLD 0
ENV_FOOD 5
ENV_SHIELD 20
ENV_MOVEMENT 200
ENV_FREIGHT 200
ENV_MATERIALS 0
ENV_TIME 0
ENV_DEFENSE 0.5
ENV_DEAD_FOOD 0
ENV_DEAD_SHIELD 0
}
That was taken from the TERRAIN_TYPE_FOREST.
Did you notice ENV_MOVEMENT 200
Well you might try changing that to a really high number for jungles and swamps. Higher than any unit you don't want to move through. I wonder if it would be impassable to the units you don't want to move through those terrains.
Of course in the roads definition.
code:
ENV_ROAD1 {
ENV_MOVEMENT 33
ENV_FREIGHT 33
ENV_MATERIALS 200
ENV_TIME 2
ENV_ADVANCE ADVANCE_TOOLMAKING
}
the movement is defined as 1/3rd the cost for movement. I don't know about what you want but you could increase the cost of building the roads for that certain terrain type as well to make it more realistic.
Anyway hope that helps.
------------------
Gemini
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