Well, it looks like the missions from those sources will respond to various terrian:
From Met_NWBaseAssault:
in missionmaps.h:
int32 TotalMaps = 15;
const char* MapTypes[] = { "Met_NWBaseLP Map",
"Met_NWBaseDefsat Map",
"Met_NWBaseBS Map",
"Met_NWBaseBATS Map",
"Met_NWBaseSB Map",
"Met_NWBaseNebLP Map",
"Met_NWBaseNebDefsat Map",
"Met_NWBaseNebBS Map",
"Met_NWBaseNebBATS Map",
"Met_NWBaseNebSB Map",
"Met_NWBaseAstLP Map",
"Met_NWBaseAstDefsat Map",
"Met_NWBaseAstBS Map",
"Met_NWBaseAstBATS Map",
"Met_NWBaseAstSB Map",
};
and in Met_NWBaseAssault.cpp:
tMapTerrain tMet_NWBaseAssault::mAssignMapTerrainTypes(int32 Map)
{
switch ( Map )
{
case 0: // space, listening post
return tMapTerrain (kTerrainSpace|kTerrainBlackholes, kPlanetNone, kBaseListeningPost);
break;
case 1: // space, defense satellite
return tMapTerrain (kTerrainSpace|kTerrainBlackholes, kPlanetNone, kBaseWeaponsPlatform);
break;
case 2: // space, base station
return tMapTerrain (kTerrainSpace|kTerrainBlackholes, kPlanetNone, kBaseBaseStation);
break;
case 3: // space, battle station
return tMapTerrain (kTerrainSpace|kTerrainBlackholes, kPlanetNone, kBaseBattleStation);
break;
case 4: // space, starbase
return tMapTerrain (kTerrainSpace|kTerrainBlackholes, kPlanetNone, kBaseStarbase);
break;
case 5: // space, listening post
return tMapTerrain (kTerrainNebula, kPlanetNone, kBaseListeningPost);
break;
case 6: // space, defense satellite
return tMapTerrain (kTerrainNebula, kPlanetNone, kBaseWeaponsPlatform);
break;
case 7: // space, base station
return tMapTerrain (kTerrainNebula, kPlanetNone, kBaseBaseStation);
break;
case 8: // space, battle station
return tMapTerrain (kTerrainNebula, kPlanetNone, kBaseBattleStation);
break;
case 9: // space, starbase
return tMapTerrain (kTerrainNebula, kPlanetNone, kBaseStarbase);
break;
case 10: // space, listening post
return tMapTerrain (kTerrainAsteroids, kPlanetNone, kBaseListeningPost);
break;
case 11: // space, defense satellite
return tMapTerrain (kTerrainAsteroids, kPlanetNone, kBaseWeaponsPlatform);
break;
case 12: // space, base station
return tMapTerrain (kTerrainAsteroids, kPlanetNone, kBaseBaseStation);
break;
case 13: // space, battle station
return tMapTerrain (kTerrainAsteroids, kPlanetNone, kBaseBattleStation);
break;
case 14: // space, starbase
return tMapTerrain (kTerrainAsteroids, kPlanetNone, kBaseStarbase);
break;
default:
break;
}
return tMapTerrain();
}
Other planet and base missions look similar. Looks like they will generate a mission map that depends on the terrain of the map hex.
A planet in a nebula hex should not be capturable anyway.
It might be easiest just to test it, as it is possible that the game code (that we do no have), will eliminate nebulas from planetary assault missions... I have just never tested it...