.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
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old October 25th, 2013, 11:03 AM

PPoS PPoS is offline
Private
 
Join Date: May 2007
Location: SWE
Posts: 39
Thanks: 5
Thanked 1 Time in 1 Post
PPoS is on a distinguished road
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.
Reply With Quote
  #2  
Old October 25th, 2013, 12:25 PM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
Mobhack is on a distinguished road
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
Reply With Quote
The Following User Says Thank You to Mobhack For This Useful Post:
  #3  
Old October 25th, 2013, 12:30 PM

PPoS PPoS is offline
Private
 
Join Date: May 2007
Location: SWE
Posts: 39
Thanks: 5
Thanked 1 Time in 1 Post
PPoS is on a distinguished road
Default Re: Vehicles & Trees

Quote:
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
Reply With Quote
  #4  
Old January 12th, 2014, 05:26 AM

Pibwl Pibwl is offline
Captain
 
Join Date: Apr 2011
Location: Poland
Posts: 886
Thanks: 85
Thanked 241 Times in 174 Posts
Pibwl is on a distinguished road
Default Re: Vehicles & Trees

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?..
Reply With Quote
  #5  
Old January 13th, 2014, 11:43 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: Vehicles & Trees

Quote:
Originally Posted by Pibwl View Post
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
__________________
John
Reply With Quote
  #6  
Old October 25th, 2013, 12:29 PM
RightDeve's Avatar

RightDeve RightDeve is offline
Second Lieutenant
 
Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
Thanks: 99
Thanked 104 Times in 65 Posts
RightDeve is on a distinguished road
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.
Reply With Quote
  #7  
Old October 25th, 2013, 12:32 PM

PPoS PPoS is offline
Private
 
Join Date: May 2007
Location: SWE
Posts: 39
Thanks: 5
Thanked 1 Time in 1 Post
PPoS is on a distinguished road
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.
I could do that, but I'm satisfied with the information provided by Andy above. I just haven't noticed the changes yet.
Reply With Quote
  #8  
Old November 2nd, 2013, 01:54 AM

Firestorm Firestorm is offline
Corporal
 
Join Date: Mar 2009
Posts: 51
Thanks: 5
Thanked 6 Times in 6 Posts
Firestorm is on a distinguished road
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.
Reply With Quote
  #9  
Old January 11th, 2014, 09:32 PM
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: 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.
__________________
John
Reply With Quote
  #10  
Old November 2nd, 2013, 02:02 AM
RightDeve's Avatar

RightDeve RightDeve is offline
Second Lieutenant
 
Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
Thanks: 99
Thanked 104 Times in 65 Posts
RightDeve is on a distinguished road
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.
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 02:57 AM.


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