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April 19th, 2012, 05:39 PM
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Captain
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Join Date: Oct 2008
Posts: 898
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Thanked 60 Times in 54 Posts
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Re: Change In Visibility
Alot times when a unit trys to take cover,,it fails which may mean too many other eyes on it besides the firing unit.
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April 20th, 2012, 03:15 PM
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Corporal
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Join Date: Mar 2012
Posts: 91
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Re: Change In Visibility
Here's another instance. In this case the save file is the auto-save (I can be trained).
The situation is this: unit in hex 50,26 fired at unit in hex 57,25, then it received fire from multiple units. At the start of round 2 hex 57,25 wasn't visible.
Also see post below, it may be related.
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April 20th, 2012, 03:22 PM
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Corporal
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Join Date: Mar 2012
Posts: 91
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Re: Change In Visibility
See attached save file.
A Unit View for the unit in hex 49,24 shows an intermittent pattern of hexes (every third hex) to the SE. All visible hexes there are level 0, clear. The hexes around the visible hexes are also level 0, clear. So why aren't they visible as well? There was no action in that part of the map so there shouldn't be any micro-smoke affecting visibility.
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April 20th, 2012, 06:24 PM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Re: Change In Visibility
I downloaded the 2nd one first as I thought the answer to the first would be obvious, it received multiple fires & hence had dust created around it but here is what I see.
Case 1
Err okay the hex it was on & the hex it routed to are woods with high grass.
Guess what pretty hard to see through in real life I would say the slightest instance of dust would effect as in block any view through them. Though its hard to see what you are on about as in the save & replay I cant the unit supposedly fired at in hex 57,25.
Case 2
Wow your taking the piss right?
The trees in hexes 50,24 & 50, 25 allow sight through them.
Looking through both however blocks vision through them, lots of trees now.
So all the unit can see where you are talking about is whats visible through the 50, 25 hex.
Take a ruler or a piece of string stick it on your monitor running from the hex centre & viola you can see the hex centres shown.
Sure you said did programing & debugging so you have got to know there is nothing as annoying as getting bad reporting or the person having no idea about the mechanics of the program.
At the risk of getting banned stop wasting everybodys time, several hours so far & go learn how to play the game before trying to take it apart. I mean come on how basic was the LOS in the second example thats basic LOS mechanics. Made me think you either really havent grasped the basics of this game or you are just flaming.
So please learn the game & let the designers get on with just that they are good at it instead of wasting their time looking at stuff that works just fine.
__________________
John
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May 29th, 2012, 09:32 PM
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Second Lieutenant
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Join Date: May 2012
Location: Philippines
Posts: 505
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Re: Change In Visibility
Hmmm. In my limited experience, there've been a number of times LOS/LOF didn't correspond to the terrain. The most egregious example occurred when a railway embankment at higher elevation intervened between units at lower elevation, yet they were still able to direct fire on each other. Funny thing was, when I moved my unit onto the embankment (getting a little closer to gain advantage from the enemy's suppression), the LOS no longer existed! This situation may have been fixed with the v5.0 patch; unfortunately, I can't remember the scenario to check it out.
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May 30th, 2012, 11:03 AM
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Corporal
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Join Date: Mar 2012
Posts: 91
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Re: Change In Visibility
We can add another anomaly to the list. Blockhouses and pillboxes don't block LOS despite being substantial structures (at least according to the photos included in the game). Perhaps it's because they're considered to be units.
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