One of the principal characteristics of any terrain is passability, i.e. how well units can traverse it. In Tiberian Dawn, terrain tiles were simply either passable or not. In Red Alert, this system was expanded significantly. Different tiles could now affect the speed of different units at different rates. This attribute is managed by LandTypes.
LandTypes are essentially different types of terrain. Every terrain tile has a parameter linking it to a specific LandType.
The available LandTypes are as follows:
|Clear||✓||✓||✓||Clear ground, no obstacles.|
|Rough||✓||✓||✓||Rougher terrain such as rocky areas or thick grass. In Red Alert 2, this defaults to the same settings as Clear.|
|Road||✓||✓||✓||Dirt or paved roads.|
|Water||✓||✓||✓||Water as in lakes or ocean areas.|
|Rock||✓||✓||✓||Rocks, trees, cliffs, anything impassable.|
|Beach||✓||✓||✓||The line where water and ground join.|
|Ice||✓||✓||Water gone cold (works in Tiberian Sun, in Red Alert 2 it is not assigned to anything and can be used for new movement rules).|
|Tunnel||✓||✓||Tunnel entrance/exit (works in Tiberian Sun, in Red Alert 2 requires Terrain Expansion (aka TX)).|
|Railroad||✓||✓||Train tracks (works in Tiberian Sun, in Red Alert 2 requires Terrain Expansion (aka TX)).|
|Weeds||✓||✓||Tiberium Veins (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules).|
|Cliff||✓||Cliffs (before Red Alert 2 Rock was used for cliffs).|
In addition to unit speeds, LandType governs whether buildings can be constructed on the terrain or not.
Each LandType has it's own section in rules(md).ini, setting up its defining characteristics:
[Clear] Buildable=yes Foot=100% Track=100% Wheel=100% Float=0% ;The following LandTypes were added Tiberian Sun and later games: Hover=50% Amphibious=80% Creep=100% ;only available in Firestorm FloatBeach=0% ;only available in Red Alert 2 and Yuri's Revenge
The numbers indicate at what percent of its speed can units with a matching move over this terrain. In this example, units with , for instance, can move only up to half their normal over tiles with this LandType.
- You can make overlays which, when placed, transform the ground (technically) to any type mentioned above. To do that, use the tag on the overlay rules coding.
- can not be modified in the LandType section (i.e. Winged=80% would not work).
- Any percentage exceeding 100% is ignored; 200% will have the same effect as 100%.
- If the value for Track is set to 0%, it will make the LandType impassable for units using as their SpeedType as well.
- If value of is above 0%, the LandType is also affected by .