TheVic wrote:Yes, but not exactly the same, if you want to create boundaries for troops, mountains are fine, but I would like to have boundaries with the ridge 'between' two tiles so there is no safe haven for fliers that a ridge now creates. If you look at The Waste map for example, the ridges creates way to many good spots for fliers all over the map. One of the biggest problem with that otherwise very nice map in my opinion.
Yes, when I first created "the Waste" KGB pointed that flaw out in a first run, Griffons for instance could travel the length of the map unmolested by ground units until in the opponents cities. I realized the flaw and considered canning the map as it was not the gameplay I had meant to design. I understand the constraints of current artwork and energy required to overhaul ridge code (if it ain't broke, don't fix it) but an idea I had that would be easy to implement would be to greatly increase the move cost of ridge tiles. I believe it would make ridge far more useful in map design working as a speed break for flyers, also penalizing using it as a perch to avoid land units rather then just another pretty way of adding mountains, only flyers with 8 or so moves left could land on or pass ridges. (I'd argue that from a birds point of view a cliff would provide more of an obstacle to fly-over/perch-on than a mountain and more abrupt distance vertically.)