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April 30th, 2012, 11:17 PM
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Corporal
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Join Date: Mar 2012
Posts: 91
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Terrain
How many feet does each height level represent?
Also, what is the presumed height of trees, buildings, bunkers?
Finally, are multi-hex buildings possible? And if so, are they considered higher than single hex buildings?
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May 1st, 2012, 08:03 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Think of terrain height in meters you'll be close enough but in all the years we've been doing this it's never been a real issue so we've never bothered to try to figure it out exactly. Level two is higher than level 1 and level three is higher than 2.
Set up a test map using the in game editor and place a level one hill on it then scatter a few buildings around then buy any unit and deploy it to the top of the hill and look around.
When you've done that go back to the map editor and add level two hill to the hex the observation hex the unit is standing on then go back to the deploy menu and look around and observe how that has changed what you see.
As you go higher you will see more visible hexes behind buildings and YES "multi-hex buildings" are not only possible but have been in the game since day 1 and they block more LOS longer than small buildings.
If you are 300 or so meters from a single hex house you need to be about level 4 before there is only one hex behind the building you cannot fire into.
Once you have a feel for how it works for buildings scatter some trees around and do the same test, etc etc etc. Remember that trees block LOS variably at ground level and at elevation
Don
Last edited by DRG; May 1st, 2012 at 08:15 AM..
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May 1st, 2012, 09:52 AM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Re: Terrain
Suffice to say LOS from a level 1 hill places you just below single story building roof height, You cant see over it even to another level 1 hill.
Level 1.5 (slope) you can just see over it if its reasonably close.
The higher you are & or the closer the obstacle the better view & as these increase your angle of view down hence reducing the number of blind hexes produced, the converse is also true.
Luckily the game does all the maths for you working out the viewing angle & hence blind hexes produced.
Its not hard & you know the hex size so could do it yourself but it would be very time consuming.
The easist way to see how it works is find a wall in RL to look over & change your height & distance from it.
__________________
John
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May 1st, 2012, 08:21 PM
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Captain
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Join Date: Oct 2008
Posts: 898
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Re: Terrain
I always accept the fact the computer does all the math and LOS calculations way better than I could,and that's a good thing,,,
b/c there too many other varibles to think about,to waste time worrying about such trivial matters that are learned by comman sense and trail and error.
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May 2nd, 2012, 05:43 AM
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Corporal
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Join Date: Aug 2010
Posts: 196
Thanks: 94
Thanked 19 Times in 14 Posts
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Re: Terrain
A tool for checking Line of Sight between two points would be useful.
Point of Attack 2 gives the player tools to check the LoS between a point and a point, and highlight the visible area from a point.
As WinSP* games are played in 2D it's tedious to check 2km if there's a small hill between my potential position and a target.
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May 2nd, 2012, 07:50 AM
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Captain
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Join Date: Jun 2006
Location: UK / USA
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Re: Terrain
Quote:
Originally Posted by void1984
A tool for checking Line of Sight between two points would be useful.
Point of Attack 2 gives the player tools to check the LoS between a point and a point, and highlight the visible area from a point.
As WinSP* games are played in 2D it's tedious to check 2km if there's a small hill between my potential position and a target.
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In the interest of realism I'd prefer such a tool didn't exist.
We already have far more accurate maps and info than most WW2 commanders could dream of. If I want to know if a hill has good LOS I should study the map or send a scout.
I appreciate the depth of a game where I've wasted time scouting out hills, or have had to shift guns because the position didn't work out because I misread the map.
Cross
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May 2nd, 2012, 07:57 AM
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Corporal
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Join Date: Aug 2010
Posts: 196
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Thanked 19 Times in 14 Posts
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Re: Terrain
You are right - tools shouldn't give us unnatural advantage.
What about terrain display mode with colours, showing the high, then?
I was few times in trouble because I have missed that a building in town is four times higher then the surrounding.
In real life potting a tower in the town is easy in the game it takes much effort.
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May 3rd, 2012, 07:49 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,490
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Re: Terrain
Quote:
Originally Posted by Cross
I appreciate the depth of a game where I've wasted time scouting out hills, or have had to shift guns because the position didn't work out because I misread the map.
Cross
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This is why, if you inadvertently move a unit incorrectly we still allow you to take it back but not if you "look around" while you are there.
Don
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