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February 16th, 2006, 07:12 PM
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Captain
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Join Date: Jun 2005
Location: Nijmegen
Posts: 948
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Elevating infantry units
If feasible this looks like a good idea. However, since we are talking about a 50m hex why not have a full squad deployed in upper stories of a building?
The "1 to 3 men units only" might be an idea for tree hexes (mimicing a spotter climbing in the trees for better view). I wouldn't put it very high on my to-do list though.
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February 17th, 2006, 01:29 AM
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Corporal
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Join Date: Jun 2005
Location: London, Canada
Posts: 194
Thanks: 13
Thanked 5 Times in 5 Posts
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Re: Elevating infantry units
I think this idea is great! I have been wondering about how to do this myself and just always thought it wouldn't be possible in this game. And now just maybe it is. This is an important aspect of urban warfare, and could give an RPG-7 a top attack capability 
__________________
Double tap, Dash, Down, Crawl, Observe, Locate the Enemy and Return Fire.
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February 17th, 2006, 02:47 AM
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Sergeant
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Join Date: Dec 2005
Posts: 261
Thanks: 1
Thanked 2 Times in 2 Posts
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Re: Elevating infantry units
I like the idea. I think it's a "must" for urban battles. In case it can't be done (code, time or priority limitations) I would like to hear any "quick fix" suggestions on the subject.
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February 17th, 2006, 04:47 AM
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Colonel
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Join Date: Mar 2005
Posts: 1,668
Thanks: 0
Thanked 5 Times in 5 Posts
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Re: Elevating infantry units
Hi,
While in the map editor, you may use a very useful advanced command: the " shift * " , which allows you to input new height values to a HEX (under certain conditions - you must experiment).
But there is another special technique for doing exactly what you had mentioned above.
Just check the picture and see the elevation and LOS of the scout unit.
As a small quiz question (for the fun  ),
Who knows what is the advanced designing method (the later one) used for achieving such results?
cheers,
Pyros
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February 17th, 2006, 06:06 AM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
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Re: Elevating infantry units
I had forgotten about being able to do that.
Must re-read the manual again. 
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February 17th, 2006, 10:15 AM
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Colonel
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Join Date: Mar 2005
Posts: 1,668
Thanks: 0
Thanked 5 Times in 5 Posts
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Re: Elevating infantry units
Just check how realistic is the LOS from that chapel.
It is as good as the real thing!
cheers,
Pyros
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February 17th, 2006, 11:57 AM
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Corporal
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Join Date: Jun 2005
Location: London, Canada
Posts: 194
Thanks: 13
Thanked 5 Times in 5 Posts
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Re: Elevating infantry units
Yes, I read that just the other day but did not think of this application. However this is only usable in designer scenarios. Ideally you would have not only have multi hex buildings but multi storey buildings as well. You would be able to have infantry units in the same hex but on different storeys. Ah, back to the days of Squad Leader, but without the chart and dice. [img]/threads/images/Graemlins/icon46.gif[/img] 
__________________
Double tap, Dash, Down, Crawl, Observe, Locate the Enemy and Return Fire.
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