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  #1  
Old May 18th, 2009, 04:38 AM
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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.
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Old May 18th, 2009, 06:52 AM
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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
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Old May 18th, 2009, 08:04 AM
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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.
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Old May 19th, 2009, 03:21 PM
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Default Re: Using SPFix

Quote:
Originally Posted by Imp View Post
Sorry to be negative but just a thought its geared to modern warfare & read a post somewhere saying would not even handle WW1 well.
You're not being negative, simply informative, and I appreciate it

I know that it's geared to modern warfare and it's proving a bugger to adapt to the ACW. However, the mechanics are there, and to be truthful, I'm having a blast creating this. I see absolutely no reason why it can't happen. I started out just making this for my own use, but I do intend to put it up where people can download it once it's done. There will be many who will say it's not good enough, doesn't reflect the period, etc. but I'm having fun with it, and creating the OBs, naming the units, creating maps is all an educational tool for me.

Quote:
Originally Posted by Imp View Post
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%.
I've been doing a lot of experiments and as I have it now, infantry combat is just too deadly. The weapons themselves are rather weak in the OB but it's the fact that I have 20-25 men in an infantry regiment. Maybe there's a way to tweak the number of men in a unit, ie make 1 man = 10.

Quote:
Originally Posted by Imp View Post
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.
I'll look into this, don't know about adjusting the map scale though.

Thanks for your input, Imp.
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  #5  
Old May 19th, 2009, 05:48 PM
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Default Re: Using SPFix

By adjusting the map scale I mean a hex represents 50ms so a musket with a range of 200m can fire 4 hexes. If halved the hex to 25m that would be a range of 8 hexes but units should have double the MP to unless reduced turn time as well
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