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February 17th, 2006, 03:49 PM
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Private
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Join Date: Oct 2005
Location: CDN prairies
Posts: 29
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Re: Elevating infantry units
Thanks, Pyros. That does give the added LOS range but it also removes the 'ground floor' from the building. A unit close-assaulting another unit in the street would be exposed to suppressing fire from all around the countryside.
So the question remains, is it possible to implement a helicopter-like elevation mechanism for infantry?
Dean
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February 17th, 2006, 06:32 PM
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Colonel
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Join Date: Mar 2005
Posts: 1,668
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Re: Elevating infantry units
Hi,
RubberNeck just look at this tactical suggestion (picture below). I think that this way you may be partially happy.
cheers,
Pyros
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February 17th, 2006, 07:04 PM
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Private
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Join Date: Oct 2005
Location: CDN prairies
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Re: Elevating infantry units
Pyros,
That is certainly an acceptable work-around. I've been toying with a WW2 campaign for the Canadians in Ortona which uses a lot of infantry in close quarters. I'll keep working...
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February 17th, 2006, 07:30 PM
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Colonel
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Join Date: Mar 2005
Posts: 1,668
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Re: Elevating infantry units
I am glad I helped you a little (and good luck with your campaign designing)!
Btw, the above is not as simple as it looks (no-one has answered the quiz question yet about the designing technique for achieving such results).
The "shift *" is good for map elements, like for example a forest hex, but it can't be used with buildings.
For buildings you need to improvise a little more!
So... can anyone think of this special technique?
cheers,
Pyros
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February 18th, 2006, 05:52 AM
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Corporal
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Join Date: Aug 2005
Location: Finland
Posts: 85
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Re: Elevating infantry units
Quote:
Pyros said:
Btw, the above is not as simple as it looks (no-one has answered the quiz question yet about the designing technique for achieving such results).
The "shift *" is good for map elements, like for example a forest hex, but it can't be used with buildings.
For buildings you need to improvise a little more!
So... can anyone think of this special technique?
cheers,
Pyros
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Spit it out already!
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February 18th, 2006, 03:56 PM
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Sergeant
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Join Date: Dec 2005
Posts: 261
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Re: Elevating infantry units
I think that Pyros is putting his buildings on "invisible hills". To understand the term read:
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
Pyros I've been doing my homework !!!
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February 18th, 2006, 10:31 PM
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Corporal
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Join Date: Jun 2005
Posts: 134
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Re: Elevating infantry units
Whenever I try to use that funciton, weird things happen.
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February 19th, 2006, 06:19 AM
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Colonel
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Join Date: Mar 2005
Posts: 1,668
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Re: Elevating infantry units
Gentlemen,
The trick is to first build your special building in the desired location.
Then you select a hill of 1,2,3,...,15 level and you click (in order to create that hill) in the center of the special building.
As a result of the above you will have created a tall special building.
Additionally you may fix any un-desired slope around the building with the "shift *" (this could create problems with the height of the build so you must experiment).
There is also another special technique for giving to buildings extra features but this is a different chapter!
cheers,
Pyros
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February 20th, 2006, 10:06 AM
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Corporal
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Join Date: Jun 2005
Location: London, Canada
Posts: 194
Thanks: 13
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Re: Elevating infantry units
Rubberneck, I would love to play test this Ortona campaign that you are building! Is it going to be for winSPWW2, or are you building it in the old DOS version? [img]/threads/images/Graemlins/Flag_Canada.gif[/img]
__________________
Double tap, Dash, Down, Crawl, Observe, Locate the Enemy and Return Fire.
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February 20th, 2006, 10:09 AM
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Corporal
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Join Date: Jun 2005
Location: London, Canada
Posts: 194
Thanks: 13
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Re: Elevating infantry units
Rubberneck,
I would love to play test this Ortona campaign that you are building. Is it for winSPWW2 or DOSSPWW2? [img]/threads/images/Graemlins/Flag_Canada.gif[/img]
__________________
Double tap, Dash, Down, Crawl, Observe, Locate the Enemy and Return Fire.
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