And it would be even more interesting and less immersion breaking if it were consistent across the entire map.
Maybe it would, maybe it wouldn't (imagine checking every f*kken cave with increased move cost). The gist is, fixing this stuff requires a few hours of work. I'll rather use my time doing something I care about.
I have to admit I liked it for a while, but there are large maps where you have to spend too many turns just to reach a single enemy in the far corner, which slows the game down too much AND it gives ranged combat too much importance. Melee is simply a no-go on those maps unless you spend
a lot of time for reaching that lone small unit instead of simply sending a mortar round. I can make a mcd-patch rulfile to change the TU cost back to default if anyone/Dioxine wants it.
edit: i checked all the terrain mcd files and there seems to be a simple cause to all the strange TU behaviour: Certain tiles do have their tile-type set to 3 when it should be 0.
took me about 30 minutes of scrolling through 97 mcd files....
A fix/change should be doable in ~5 minutes.
EDIT: ATTACHED FIXplease report to me if I have missed a tile, I will add it then asap. I think I have found all, though.
I hope this works, I am not entirely sure If I got the logic of those MCD files right. I saw that other (default) terrain type 3 files had their TU-costs at zero, the conflicting ones had theirs set to 4, so I set them in the mcd-patch^ to 0, which
hopefully fixes them. No guarantee, though. Please report any findings here.
small update: corrected file to UPPERCASE labels, not sure if it's needed, but better safe than sorry.
small update 2: found one more terrain with TU costs bug