.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2 > Campaigns, Scenarios & Maps
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old May 17th, 2009, 02:09 AM
mkr8683's Avatar

mkr8683 mkr8683 is offline
Sergeant
 
Join Date: Dec 2007
Posts: 239
Thanks: 160
Thanked 82 Times in 51 Posts
mkr8683 is on a distinguished road
Default 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
Reply With Quote
  #2  
Old May 17th, 2009, 06:18 AM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default 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

Last edited by Imp; May 17th, 2009 at 06:28 AM..
Reply With Quote
  #3  
Old May 17th, 2009, 12:31 PM
mkr8683's Avatar

mkr8683 mkr8683 is offline
Sergeant
 
Join Date: Dec 2007
Posts: 239
Thanks: 160
Thanked 82 Times in 51 Posts
mkr8683 is on a distinguished road
Default 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.
Reply With Quote
  #4  
Old May 18th, 2009, 04:38 AM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default 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.
Reply With Quote
  #5  
Old May 18th, 2009, 06:52 AM
mkr8683's Avatar

mkr8683 mkr8683 is offline
Sergeant
 
Join Date: Dec 2007
Posts: 239
Thanks: 160
Thanked 82 Times in 51 Posts
mkr8683 is on a distinguished road
Default 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
Reply With Quote
  #6  
Old May 18th, 2009, 08:04 AM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default 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.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:25 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.