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June 15th, 2006, 03:59 PM
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Captain
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Join Date: Jun 2005
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Re: Armoured trains
A number of new ways to use waypoints have been developed recently (by Pyros in particular; see the Kalpaki scenario for example) which MAY allow units under AI control to follow fixed movement paths. There's plenty of room though for the movement to veer off course somewhat so it will be tricky (and maybe impossible) to keep the 'train' moving solely on the railway tracks.
It will need a lot of work (testing in particular) for this to work in a scenario. If someone wants to put the effort in and try to find ways to make it work (which isn't garantueed to succeed btw) for a specific scenario it would be very interesting indeed.
But don't expect trains to make an appearance as regular features of the game. There are simply too many obstacles to overcome within the existing limitations of the code.
For PBEM games it can work, except off course when movement is under AI control, for example when a unit retreats due to suppression. The train could then move off the tracks. You can minimise this risk by making sure that the railway runs straight east to west; that'll increase the chance that the train will retreat along the path of the railway track but it is still possible it'll retreat in another direction (especially with multiple enemy units nearby).
Another trick would be to put impassable terrain along the railway track so the train can't move into those hexes. Unfortunately the same will apply to most other units too (vehicles especially) so this will limit the trick to use for set-ups and scenario's with infantry and few vehicles.
Narwan
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June 15th, 2006, 04:01 PM
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Private
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Join Date: May 2006
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Re: Armoured trains
I'd love to see armoured trains TBH but can see how the limitations of the AI could screw it up though
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June 15th, 2006, 04:25 PM
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Lieutenant Colonel
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Re: Armoured trains
Or you could have the armored trains be "immobilized" on the track, representing them stopping to offload infantry and fire on partisans.
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June 15th, 2006, 07:19 PM
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Shrapnel Fanatic
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Re: Armoured trains
You are NOT going to see armoured trains. This is getting a little old as it's brought up each time we release and we give the same answer over and over and over.
As for.........."perhaps having a few extra unit classes ". We have the maximum allowed number of unit classes in both games. There will be no new ones now or ever.
Don
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June 15th, 2006, 07:33 PM
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Private
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Re: Armoured trains
Ok, fine, I'll drive one over to your house Don (providing you have any railway tracks nearby) and I bet when you'll see one of those beauties you will fall in love on the spot !
Seriously tho - I understand, sniff sniff
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June 15th, 2006, 07:41 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
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Re: Armoured trains
Hmm - just get onto the Microsioft Train Simulator message boards, and ask there  !
Hmm - may be useful in railroad Tycoon as well, add extra "leverage" to any takeover negotiations between companies  !
Cheers
Andy
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June 16th, 2006, 04:51 AM
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Corporal
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Join Date: May 2006
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Re: Armoured trains
Quote:
DRG said:
This is getting a little old as it's brought up each time we release and we give the same answer over and over and over.
Don
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 Just like barbed wire ...
Popski
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Popski[PPA]
"Join Popski's Private Army and Enjoy the War!"
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June 16th, 2006, 02:18 PM
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Sergeant
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Join Date: Jun 2005
Location: Ottawa Canada
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Re: Armoured trains
Ok then have a look at the attachment (scen slot 335). About 10 minutes work with no attempt at realism. The lead "somua" is unloadable as is the infantry carrying coach - however the "rolling stock" will displace in the hex. Sadly - it doesn't move.
However, with some custom Icon work - it could be workable.
Anyone know of any good shpedit tutorials?
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"I love the smell of anthracite in the morning...
It smells like - victory"
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June 30th, 2006, 02:46 PM
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Sergeant
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Join Date: Jun 2005
Location: Ottawa Canada
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Re: Armoured trains
Quote:
narwan said:
<snip>
Another trick would be to put impassable terrain along the railway track so the train can't move into those hexes. Unfortunately the same will apply to most other units too (vehicles especially) so this will limit the trick to use for set-ups and scenario's with infantry and few vehicles.
Narwan
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I realize this will never happen but what could be used is:
1) a unit class "Rail"
2) a clone of the clear terrain that is IMpassable ONLY to class Rail units. - call it right-of-way
3) As Narwan suggests, lay right-of-way terrain along either side of the tracks and voila - a corridor restricting train movement.
4) Figure out some way to make a train move as a unit rather than as a collection of independant cars.
Again I do not expect the development team has the time or energy to pursue this and I express my eternal gratitude for their excellent work and patience with ever demanding users like me.
As a nasty hack, base the trains on boat units and use rivers for rails.... 
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"I love the smell of anthracite in the morning...
It smells like - victory"
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June 30th, 2006, 03:32 PM
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Sergeant
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Re: Armoured trains
I was going to look into replacing the river shp file with the rail shp file and mess about with boats as trains to see what would happen. Thinking some more, I realized that if I posted anything like that here, I would be risking Don showing up at my door with a big stick and a nasty temper.
While picking blackberries (a task only marginally less painful than crossing barbed wire), I thought of another possibility:
If supported by the code, take the existing tramway and rail terrains and make them passable to units of class 197 river craft or similar while keeping their existing characteristics. Trains would then be based on this unit class. Problems would arise with river based units "sailing up the tracks" and with unit placement - trains on the water etc. For player generated scenarios these problems could be overcome by avoiding rails over water - the AI would be a different matter and any terrain passibility change would affect the game as a whole.
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"I love the smell of anthracite in the morning...
It smells like - victory"
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