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-   -   Vehicles & Trees (http://forum.shrapnelgames.com/showthread.php?t=50012)

PPoS October 25th, 2013 11:03 AM

Vehicles & Trees
 
I'm posting this here even though it also applies to winSPMBT. Something hit me the other day; I cannot recall even one instance of a vehicle bogging down while moving through woods (i.e. "trees" terrain). I'm not sure what type of woods/forest the terrain is supposed to represent, but any forested terrain should be pretty rough even for tracked vehicles.

So I'm guessing that there is no risk of bogging down in "trees" terrain, or have I just been lucky (or perhaps I'm forgetting) ?

I understand how woods having this effect would have a heavy impact on the AI though (seeing how they sometimes crash their vehicles into building to reach an objective), so it might be for the better anyway. But it was just something that crossed my mind.

Mobhack October 25th, 2013 12:25 PM

Re: Vehicles & Trees
 
No risk of bogging in woodland.

However we added a severe movement penalty this release or last, so progress through them is much worse than before.

And the AI would crash into trees - heck even I manage to crash into buildings just like it does :hurt:!.

Andy

RightDeve October 25th, 2013 12:29 PM

Re: Vehicles & Trees
 
I don't know if there's even the slightest chance of vehicles bogging down on normal treed hexes, but they sure have movement points reduced when traversing this type of terrain (even more so on the current patch IIRC).

But if you want to take the realism to the next level, apply rough terrain layer below forested hexes. Infantry will have a hard time slogging this harsh entanglements, and vehicles will be even more likely to bog down (esp. on sloped rough terrain). This is perfect for simulating New Guinean jungles for example.

If you want no vehicles crisscrossing the wood, then use impassable hex.

PPoS October 25th, 2013 12:30 PM

Re: Vehicles & Trees
 
Quote:

Originally Posted by Mobhack (Post 822521)
No risk of bogging in woodland.

However we added a severe movement penalty this release or last, so progress through them is much worse than before.

Ah, haven't actually played enough since the last couple of patches to notice it. That is indeed a good addition to the game.

Quote:

Originally Posted by Mobhack
And the AI would crash into trees - heck even I manage to crash into buildings just like it does :hurt:!.

Yeah, it has *perhaps* happended a few times to me as well :o

PPoS October 25th, 2013 12:32 PM

Re: Vehicles & Trees
 
Quote:

Originally Posted by RightDeve (Post 822522)
I don't know if there's even the slightest chance of vehicles bogging down on normal treed hexes, but they sure have movement points reduced when traversing this type of terrain (even more so on the current patch IIRC).

But if you want to take the realism to the next level, apply rough terrain layer below forested hexes. Infantry will have a hard time slogging this harsh entanglements, and vehicles will be even more likely to bog down (esp. on sloped rough terrain). This is perfect for simulating New Guinean jungles for example.

If you want no vehicles crisscrossing the wood, then use impassable hex.

I could do that, but I'm satisfied with the information provided by Andy above. I just haven't noticed the changes yet.

Firestorm November 2nd, 2013 01:54 AM

Re: Vehicles & Trees
 
I never saw the "woods" represented in the game as true virgin forest but more tame stuff with plenty of clearings, old logging trails and firebreaks that you could follow if you took your time.

Can't you put marsh hexes below trees too? Might be another good representation of really, really thick stuff.

RightDeve November 2nd, 2013 02:02 AM

Re: Vehicles & Trees
 
If what you meant is only for slowing down movement, yes. But swamp does no good for cover and concealment.
Besides, swamp hexes are actually water hexes, so their employment doesn't really represent dry lands. This simple fact changes some of the fundamental gameplays, for example if amphibious vehicles or boats are used.

DRG November 2nd, 2013 08:53 AM

Re: Vehicles & Trees
 
I'll start off by stating the obvious. 3 minutes with the map editor and your question is answered.

YES you can put swamp under trees..........and/or rough terrain.........and/or impassible terrain......and/or mud.

The only one you can't is water

Don

Griefbringer November 2nd, 2013 05:12 PM

Re: Vehicles & Trees
 
I am quite sure that I have managed to get my vehicle stuck in a swampy tree hex at least once. Should remember to check more closely what those hexes contain before driving in...

Firestorm January 11th, 2014 01:38 PM

Re: Vehicles & Trees
 
Quote:

Originally Posted by DRG (Post 822622)
I'll start off by stating the obvious. 3 minutes with the map editor and your question is answered.

YES you can put swamp under trees..........and/or rough terrain.........and/or impassible terrain......and/or mud.

The only one you can't is water

Don

You can't put hedgerows under trees. ;)

http://nigeladamscountrysidemanageme...-landscape.jpg
(That was a rhetorical question, Don. I did check)

...I guess you could build a whole forest of hedgerows and use it to represent almost-impassible woodlands. I've never done that before, though I have used them to represent kudzu.
http://ncfsp.org/Meetings/Meet2008Jul/IMG_6816.JPG

DRG January 11th, 2014 03:04 PM

Re: Vehicles & Trees
 
1 Attachment(s)
Quote:

Originally Posted by Firestorm (Post 823495)

You can't put hedgerows under trees. ;)

Really ?? What's this then ?

Quote:

Originally Posted by Firestorm (Post 823495)
(That was a rhetorical question, Don. I did check)

MAYBE check again ? Because that's a hedgerow under trees

http://forum.shrapnelgames.com/attac...1&d=1389467037

wulfir January 11th, 2014 05:34 PM

Re: Vehicles & Trees
 
If you want the player to have a hard time crossing woods do this:

1. Create slopes.
2. Cover the slopes with rough terrain.
3. Put wood tiles on top.
4. Profit.

It will take the player a long time traversing the wooded area and he will risk getting stuck on the rough slopes.

Imp January 11th, 2014 09:32 PM

Re: Vehicles & Trees
 
Quote:

Originally Posted by RightDeve (Post 822522)
I don't know if there's even the slightest chance of vehicles bogging down on normal treed hexes, but they sure have movement points reduced when traversing this type of terrain (even more so on the current patch IIRC).

But if you want to take the realism to the next level, apply rough terrain layer below forested hexes. Infantry will have a hard time slogging this harsh entanglements, and vehicles will be even more likely to bog down (esp. on sloped rough terrain). This is perfect for simulating New Guinean jungles for example.

If you want no vehicles crisscrossing the wood, then use impassable hex.

Wulfir comment above is correct
Putting rough under flat woods will NOT cause breakdowns when moving through them as you cant move fast enough to trigger it.
It could as you enter the woods if do so at high just like normal rough.

Something like snowdrifts would be a nice option possibly, wont slow down if want to risk possible breakdowns.

Dragons teeth can be used, need engineers / engineering vehicles to clear a trail.

Pibwl January 12th, 2014 05:26 AM

Re: Vehicles & Trees
 
Quote:

Originally Posted by Mobhack (Post 822521)
And the AI would crash into trees - heck even I manage to crash into buildings just like it does :hurt:!.

It occurred to me at times as well ;) - but on the other hand, who in reality would try to drive a tank through a building, instead of searching a path between buildings?..

Imp January 13th, 2014 11:43 AM

Re: Vehicles & Trees
 
Quote:

Originally Posted by Pibwl (Post 823505)
Quote:

Originally Posted by Mobhack (Post 822521)
And the AI would crash into trees - heck even I manage to crash into buildings just like it does :hurt:!.

It occurred to me at times as well ;) - but on the other hand, who in reality would try to drive a tank through a building, instead of searching a path between buildings?..

The guy in the mediocre tank who just saw the likes of a Tiger come into view is who.
Yikes scarper

Andrew.Hope January 14th, 2014 06:52 PM

Re: Vehicles & Trees
 
It doesn't take a lot of imagination to come up with a few scenarios where risking driving through a building is a better option than driving around it. You're just always going to feel dumb when you immobolise yourself.

DRG January 15th, 2014 12:27 AM

Re: Vehicles & Trees
 
Yah rolls the dice and takes yer chances

gila January 17th, 2014 03:28 AM

Re: Vehicles & Trees
 
Careful driving,

Even worse is to get stuck in soft sand in No.Africa or the bogs in the Aluetions oops!

Buy a Dozer or Sherman dozer(hedgerow equiped) for the hedgerows but don't crash into them,instead move to adjecent hex to clear next turn.

RightDeve January 17th, 2014 08:50 AM

Re: Vehicles & Trees
 
Quote:

Originally Posted by Imp (Post 823503)
Quote:

Originally Posted by RightDeve (Post 822522)
I don't know if there's even the slightest chance of vehicles bogging down on normal treed hexes, but they sure have movement points reduced when traversing this type of terrain (even more so on the current patch IIRC).

But if you want to take the realism to the next level, apply rough terrain layer below forested hexes. Infantry will have a hard time slogging this harsh entanglements, and vehicles will be even more likely to bog down (esp. on sloped rough terrain). This is perfect for simulating New Guinean jungles for example.

If you want no vehicles crisscrossing the wood, then use impassable hex.

Wulfir comment above is correct
Putting rough under flat woods will NOT cause breakdowns when moving through them as you cant move fast enough to trigger it.
It could as you enter the woods if do so at high just like normal rough.

Yeah, I'm always aware of that fact (red-text there)

Quote:

Originally Posted by DRG (Post 823499)
Quote:

Originally Posted by Firestorm (Post 823495)

You can't put hedgerows under trees. ;)

Really ?? What's this then ?

Quote:

Originally Posted by Firestorm (Post 823495)
(That was a rhetorical question, Don. I did check)

MAYBE check again ? Because that's a hedgerow under trees

http://forum.shrapnelgames.com/attac...1&d=1389467037

Now, this is a revelation. A wonderful thing to replace "rough", and more potent against tracks, wheels, and legs alike. Also a wonderful provider of cover & concealment. Much easier to set up, compared to using slopes -> rough -> wood. Besides, in reality, hedgerows is exactly that kind of entanglement that bogs down vehicles.

I have always been aware of the fact that we can put trees on hedges, but never thought about this possibility. :up:

Quote:

Originally Posted by gila (Post 823539)
Careful driving,

Even worse is to get stuck in soft sand in No.Africa or the bogs in the Aluetions oops!

Buy a Dozer or Sherman dozer(hedgerow equiped) for the hedgerows but don't crash into them,instead move to adjecent hex to clear next turn.

I thought I must be missing a real important feature all this time...
Tried it myself and dozers (engineer tanks) won't clear hedgerows, even after 10 turns using 4 vehicles.

Mobhack January 17th, 2014 12:41 PM

Re: Vehicles & Trees
 
Dozers don't clear hedgerows - they aren't engineer stores like mines and D/T. Hedgerows are terrain.


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