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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.

SpeedType picks which column of the terrain table the vehicle reads. Each land type’s section in rules.ini, such as [Clear], [Road] or [Water], holds one figure per speed type. A vehicle with SpeedType=Hover reads the Hover= figure from each of those sections. A figure of 0 closes that land type to the vehicle. For a vehicle moved by the drive locomotor, any other figure is a fraction of full speed.

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

A land type whose figure is 0 is closed to the vehicle in two ways:

  • The vehicle cannot step into such a cell. A vehicle on a bridge deck may still cross above such a cell, but a vehicle at ground level under the bridge is refused as it would be in the open.
  • When the game looks for a free cell to place or send the vehicle, such as an arrival or scatter spot, it skips such cells.

A driven vehicle crosses each cell at that cell’s fraction of full speed. On a slope, the speed type also picks the slope multiplier applied on top. Track uses TrackedUphill and TrackedDownhill. Every other speed type, including Foot, Hover and Amphibious, uses WheeledUphill and WheeledDownhill.

A vehicle moved by any other locomotor uses its column only to close cells. A hovercraft or a tunneler crosses ground priced at 0.1 as fast as ground priced at 1. Movement and terrain lists where each locomotor takes its speed from.

SpeedType does not decide which cells the game treats as connected; MovementZone does. The zone map that judges whether a destination is reachable reads only the Wheel figures, and treats every Water and Beach cell as water whatever its figures say. A type’s movement zone then decides which of those cells count as connected for it.

The two settings must agree:

  • A hovercraft whose [Water] Hover= is above zero still gets no route across a lake unless its movement zone accepts water.
  • A movement zone that accepts water still leaves the hovercraft stranded if its Hover= figure for Water is 0, because the vehicle cannot step into any water cell.

To keep a vehicle off one land type, set its column to 0 in that land type’s section. To confine it to a single land type, use MovementRestrictedTo. That test runs before this one, and no terrain figure overrides it.