Skip to content

SpeedType

The terrain table column a vehicle's per-cell throttle and passability are read from.

Specification
Applies to
UnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
SpeedType
When omitted
Context-dependent`Track` in a `Crusher=yes` section and `Wheel` in every other.

One rules.ini section per land type[Clear], [Road], [Water] and the rest — carries one figure per speed type token, and this key picks which of those figures the vehicle reads out of every one of those sections.

rules.ini
[Water]
Track=0
Wheel=0
Hover=1
[MYSKIMMER] ; a UnitType registered in [VehicleTypes]
SpeedType=Hover
MovementZone=AmphibiousDestroyer

Two decisions read the chosen column. A cell whose figure is 0 is refused when the vehicle asks whether it may step into it, unless the question is asked at the height of a bridge deck over that cell, or with no height at all — a vehicle standing at ground level under a bridge is refused exactly as it would be in the open. The second decision belongs to the drive locomotor alone: a driven vehicle crosses every other cell at the fraction of full speed the figure gives, after the slope multiplier that the same value selects — Track takes TrackedUphill and TrackedDownhill, while every other speed type — Foot, Hover, Amphibious and the rest alike — takes WheeledUphill and WheeledDownhill. A vehicle moved by any other locomotor reads its column for the per-step test and nothing else, so a hovercraft or a tunneler crosses ground priced at a tenth of full speed at the same speed it crosses ground priced at full. Movement and terrain sets out where each of the ten takes its speed from.

MovementZone answers a different question. Every cell is sorted once into one of a handful of terrain classes, and connected runs of cells sharing a class become the zones that reachability is judged against; a type’s movement zone says which of those classes count as connected for it. That sorting reads the Wheel entry of a land type and no other, after Water and Beach cells have already been set aside as water — so a vehicle’s own SpeedType never changes which cells the game treats as connected.

The two settings therefore have to agree. A hovercraft whose [Water] Hover= is above zero still gets no route across a lake unless its movement zone accepts water, because the zone map never consulted the Hover column; and a movement zone that accepts water still strands it if its own column reads 0 for Water, because the per-step check refuses each cell as it is reached.