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  #1  
Old October 25th, 2013, 11:03 AM

PPoS PPoS is offline
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Default 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.
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Old October 25th, 2013, 12:25 PM
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Mobhack Mobhack is offline
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Default 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 !.

Andy
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  #3  
Old October 25th, 2013, 12:30 PM

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Default Re: Vehicles & Trees

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Originally Posted by Mobhack View Post
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 !.
Yeah, it has *perhaps* happended a few times to me as well
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Old January 12th, 2014, 05:26 AM

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Default Re: Vehicles & Trees

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Originally Posted by Mobhack View Post
And the AI would crash into trees - heck even I manage to crash into buildings just like it does !.
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?..
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Old January 13th, 2014, 11:43 AM
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Default Re: Vehicles & Trees

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Quote:
Originally Posted by Mobhack View Post
And the AI would crash into trees - heck even I manage to crash into buildings just like it does !.
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
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Old October 25th, 2013, 12:29 PM
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Default 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.
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Old October 25th, 2013, 12:32 PM

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Default Re: Vehicles & Trees

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Originally Posted by RightDeve View Post
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.
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Old November 2nd, 2013, 01:54 AM

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Default 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.
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Old January 11th, 2014, 09:32 PM
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Default Re: Vehicles & Trees

Quote:
Originally Posted by RightDeve View Post
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.
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Old November 2nd, 2013, 02:02 AM
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Default 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.
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