Quote:
Originally Posted by Mobhack
The * key is for minor adjustments, like 1-3 or so height units. It adjusts base ground height.
A hill is 10, and a slope is 5 units.
There are no multi-story buildings (and never will be) - a building hex is a built up area is all. Built up area hexes have a standard height add - 2 or so, less than trees IIRC which is considered in LOS calculations. (Which is not reported in the mouse over, as that reports base ground height).
So all the * key does is add a micro-ridge or micro-depression if you use it to add 1 or subtract 1 or maybe 2 from base ground height.
Andy
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I remember somewhere in this forum an example of elevated building that Pyros created. But unfortunately, the knowledge to create that type of building is a secret that he didn't reveal in the thread itself. The thread is a kind of quiz where Pyros asked could you make this one?
I have contacted him via PM long ago but unfortunately he said wait until I have spare time for SP.
And when I refer to elevated building, it is a multi-hex building, because it's impossible to create a single-hex elevated building in SP.
After all tinkering and frustration with the map, the best I can do to create an elevated building is to surround a single (or two) hex hill (usually the height >=30) with multi-hex building. That way, the hill acts as a "supporting" pole for the surrounding building. Because the hill itself is not possible to be crowned a building, I placed an impassable or rough hex to compensate it's cover/concealment attributes.
But using this technique, it is unpleasant in the eyes to see that bulging "cap" in the middle of the multi-hex building. Also, the height of the surrounding building is not the same (always lower, much lower) than the "cap" itself.
Fortunately, this technique eliminates "slopes" that would appear if using traditional hills under the building. And so, the resulting "elevated multi-hex building" could have a completely flat road surrounding it, and thus no LOS obstruction in an urban environment. Moreover, I have tested it myself, that units trying to "climb" the "edge" of this elevated buildings will have their movement point reduced a lot, compared to just entering a flat building.
Someone might dismiss this idea of elevated building as nonsense. But regarding the nature of modern urban areas, I do believe these "high-rise buildings" are closer to real life in modern combat than what it is previously in World War II. This is especially true for Artillery Observer, Sniper, ATGM, portable ground-to-air missiles, that's prevalent in modern warfare.
One distinguishing feature of these high-rise buildings is that they could provide LOS over and beyond flat buildings, trees, knoll, etc.
After all, if SP could model a 3D battlefield with rolling hills and height difference, why there should be no such High-rise building modeled for use in urban warfare.
The PBeM test that I did to these maps showed that most urban tactics that's been long held in SP need to be revised. A whole multitude of new options and obstacles is present. Think about hiding MBT's from high flying attack helicopters. About the dangers of those snipers and ATGM commanding the entire urban area that your already restricted moves in urban area is even more restricted now, especially for tanks. What about combat that involves "climbing" high rise building that's sure to suck up a mighty lot of movement points. And much more.
The map attached shows exactly what I'm saying.
Thank you.