I think I found what I wanted. I used the setting to ADD and picked Infantry can pass and rough rock 50% for the Clefts. This seemed to work the best since the Infantry is slowed down by it but can still move through them.
But it will require some map changes as Bases are now exposed like in Dune2. Though I do have to say it looks nice as the AI has trouble with a lot of the Clefts and gets scattered out so the Base defenses can pick them off. Now you have to watch all areas since my mod only uses Infantry and Air.
One small question, has anyone been able to give Ornithopters to Ordos or Harkonnen? I tried using other buildings but the units produce but cannot be used. When I give access to the Atreides High tech building it works for the others, but the Atreides High Tech factory cannot be placed in the editor for the other houses, but can be built in game by the player, but the AI has to have the building already in the missions unless I do a Practice AI. I made the AT High tech all that is needed to build them. When I try to use other buildings like Research Center or Light factory they build but cannot be used. Same when I give Ordos or Hark and make their High Tech factory to use the AT version I can build but not use. Weird bugs, I hope there is a way around as I was thinking maybe its good to give the other 2 houses Ormithopters.
Nothing will totally break a map in an "I will always crash the game way." They're pretty self-explanatory. I believe the tileset attributes editor can be pulled up with ctrl + Q. And that's correct, it ONLY edits the tileset attributes, which will affect maps you build in the gameplay sense at least, but not in how they're structured. You know what I mean, yeah?
Uhh... besides the obvious infantry-related stuff, I'm not sure what I'd add. If ya have more specific questions, then I'll be glad to try to answer those
I have that editor, but I didn't know there was a feature for that. I took a look, and while I don't know exactly what I am doing I can see I can do some great stuff with it. I suppose once the Tileset is changed I dont have to redo each map to make it work, just the tileset?
Any advice on what settings to use will aid me in my trial and error approach!
Oh yeah, all the tile attributes can be changed. The latest version of Klofkac's editor has a tileset attributes editor attached. Give it a look! https://forum.dune2k.com/topic/28802-map-and-mission-editor-new-major-version-20-pre-release/
Can do lots of neat stuff with the tileset attributes editing.
I was wondering if anyone ever tried or knows how to make the rock clefts so infantry can climb them? I think the look of them is great, but I like the vulnerability of the Rock edging. I think it would force the player to make more walls than just sections of wall and still have the nice look. I was thinking maybe one could replace the tileset for rock specials? Unless they are coded for the sprite instead of the section. There must be something telling them they are not passable.