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Re: Omaha Beach - Scen #9
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Re: Omaha Beach - Scen #9
Quote:
Yeah...this was BEFORE the warning thing was a thing so what looked clear open terrain wasn't. Now I am much more careful in urban fights. like no tanks through buildings at all. I let the AI do that. |
Re: Omaha Beach - Scen #9
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Here is what I know after a lot of testing
First some background // pattern for multi hex buildings in code is: // X X X X // X X X X // X X X X This is a line of code that represents a multi-hex building {0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0} so that building would look like this 0000 0110 0110 https://forum.shrapnelgames.com/atta...1&d=1698497358 In that example the outlined red hex is the registration hex
There is code that fixes buildings that Andy put in years ago The "trick" right now is finding the spot it is put into the map-making code that fixes the buildings while heavy damage is applied and then figuring out where the ideal place for this would be in the general game code so that this issue is no longer a problem...... ...and it IS a problem for all games that have multi hex buildings in them that have a "building" in the registration hexes but it is less of an issue with PBEM as there IS a restore code that is activated when a game is saved and then restarted as would be normal for PBEM. Where this is a problem is when game turns are played one after the other without saving and restarting the game from a save So now you know what we know, rest assured we are looking into it |
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