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-   -   Using SPFix (http://forum.shrapnelgames.com/showthread.php?t=43150)

mkr8683 May 17th, 2009 02:09 AM

Using SPFix
 
Hi guys -

I replaced the tramline icons with some fences, but I cannot get them to align properly when using the SPFix feature in SHPED. Can anyone tell me how to use that function? It's nothing but a headache.

Thanks

Imp May 17th, 2009 06:18 AM

Re: Using SPFix
 
By that I am assuming you mean aline along hexsides. Not going to happen I feel all terrain is a hex feature.
Use rough often fractionally higher & gives protection admitadly from all sides but if move off can disapear from sight as in behind it. Rough can really represent any clutter in a hex from a few rocks to the odd building or wall given the scale in my view. Bocage could represent a very sturdy high wall that a vehicle would have trouble with & is a major LOS obstacle.
The other option certainly with a fence which adds jack all protection is to use a line of orchards. Will have little effect but to block view along the wall

I have to admit changing a couple of terrain types to something else would be nice.
3 types of pavement come to mind, leaves, short grass does it do anything. While several colours of sand dirt looks nice pavement is pretty much pavement.
Realise probably just add for map designers as any change would need a map generator overhall but brush as a LOS hinderance like long grass possibly harder to spot in but no defence mod & Heavy woods/jungle come to mind. Vehicles no move or high breakdown level, probably impassable to vehicles or AI might do something silly. Open ground in a slightly diffrent colour but with a height (not level) of 1 or 2 would be nice for breaking up large areas of open ground but assume thats what long grass is for

mkr8683 May 17th, 2009 12:31 PM

Re: Using SPFix
 
This is for a civil war mod. Im going to replace the tramlines with wooden rail fences purely for cosmetic purpose and hedges will be replace with stone walls. My problem is that I cant figure out the SPFIX. When i try to adjust it it moves the icon out of the hex.

Imp May 18th, 2009 04:38 AM

Re: Using SPFix
 
No idea then but unless you adjust bocages effects that wall would represent a heavy duty wall at least 10 feet high. As in thick reinforced concrete defensive wall not around in that time period unless you want to think castle or some such.

mkr8683 May 18th, 2009 06:52 AM

Re: Using SPFix
 
You're right.. been thinking that the bocage would be better used as fort parapets. Railroads could possibly be replaced by fences. But all of this is of no use unless SP-Fix won't cooperate :(

Imp May 18th, 2009 08:04 AM

Re: Using SPFix
 
The other thing if you are going to do civil war concerning units. Have no real idea but muskets less accurate plus reload time 2 shots a turn would have to be the max & thats if they can reload quick. The only other way around it is to increase all movement by 50% effectivly increasing the game turn time by 50%.
Sorry to be negative but just a thought its geared to modern warfare & read a post somewhere saying would not even handle WW1 well. Yes they could get off more than 2 shots in a turn just like a WW2 squad could fire more than 4 on average but thats how the mechanics work as other factors apply. In fact what you want is a shorter turn & they can perform 2 of 3 actions. fire, reload, 1hex move, or possibly fire & reload or move. The idea is to get one lot firing while second reload which is I think how they did it. Doing like this hand to hand would be quicker than firing so if you could get close probably more deadly as more attacks. Because of this thinking about it I would adjust the map scale as by the time in range of muskets probably not far to close combat.

mkr8683 May 19th, 2009 03:21 PM

Re: Using SPFix
 
Quote:

Originally Posted by Imp (Post 691570)
Sorry to be negative but just a thought its geared to modern warfare & read a post somewhere saying would not even handle WW1 well.

You're not being negative, simply informative, and I appreciate it :)

I know that it's geared to modern warfare and it's proving a bugger to adapt to the ACW. However, the mechanics are there, and to be truthful, I'm having a blast creating this. I see absolutely no reason why it can't happen. I started out just making this for my own use, but I do intend to put it up where people can download it once it's done. There will be many who will say it's not good enough, doesn't reflect the period, etc. but I'm having fun with it, and creating the OBs, naming the units, creating maps is all an educational tool for me.

Quote:

Originally Posted by Imp (Post 691570)
The other thing if you are going to do civil war concerning units. Have no real idea but muskets less accurate plus reload time 2 shots a turn would have to be the max & thats if they can reload quick. The only other way around it is to increase all movement by 50% effectivly increasing the game turn time by 50%.

I've been doing a lot of experiments and as I have it now, infantry combat is just too deadly. The weapons themselves are rather weak in the OB but it's the fact that I have 20-25 men in an infantry regiment. Maybe there's a way to tweak the number of men in a unit, ie make 1 man = 10.

Quote:

Originally Posted by Imp (Post 691570)
Yes they could get off more than 2 shots in a turn just like a WW2 squad could fire more than 4 on average but thats how the mechanics work as other factors apply. In fact what you want is a shorter turn & they can perform 2 of 3 actions. fire, reload, 1hex move, or possibly fire & reload or move. The idea is to get one lot firing while second reload which is I think how they did it. Doing like this hand to hand would be quicker than firing so if you could get close probably more deadly as more attacks. Because of this thinking about it I would adjust the map scale as by the time in range of muskets probably not far to close combat.

I'll look into this, don't know about adjusting the map scale though.

Thanks for your input, Imp.

Imp May 19th, 2009 05:48 PM

Re: Using SPFix
 
By adjusting the map scale I mean a hex represents 50ms so a musket with a range of 200m can fire 4 hexes. If halved the hex to 25m that would be a range of 8 hexes but units should have double the MP to unless reduced turn time as well


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