.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old May 2nd, 2012, 12:02 PM
Cross's Avatar

Cross Cross is offline
Captain
 
Join Date: Jun 2006
Location: UK / USA
Posts: 895
Thanks: 32
Thanked 283 Times in 123 Posts
Cross is on a distinguished road
Default Re: Terrain

I highly recommend turning off the hex grid to better read hill heights.

I have the hex grid OFF about 97% of the time. It took a battle or two to get used to, but I'm able to move accurately and recognise terrain more easily, I'll never go back. I only turn on the hex grid (hot key: .(dot)) a couple of times per battle to briefly check the range to suspected enemy positions.

As for buildings, I'm not sure. IRL maps don't reveal building height, and if you have LOS to the building you can at least right click and get an idea of what it obscures. I'm fine with the current situation where buildings/visibilty is a bit foggy. The more of your units that can see a building (from different vantage points) the better picture you build up of the lay of the land.

How about maps that are mostly obscured (blacked out) until you get units with los into those hexes? Now that would be an excellent Realism Button in the Preference Screen. Scouting will become even more important.

Cross
Reply With Quote
  #2  
Old May 2nd, 2012, 08:11 PM
gila's Avatar

gila gila is offline
Captain
 
Join Date: Oct 2008
Posts: 898
Thanks: 45
Thanked 60 Times in 54 Posts
gila is on a distinguished road
Default Re: Terrain

i've played this game and it's precursers for quite a awhile, frequently,almost several times a week, for years,,still there are many aspects i have not fully learned,it's ongoing learning process.

Hints and tips are fine,but if you are looking for a fast shortcut to beat the game to make it easier, then thats not going to happen here.

SP is a tough game to master,but if it was easy then no one would want to play it.

Learn the game! as we all have,you will be a better player for it,and have some fun while expermenting and failing every once and awhile
Reply With Quote
  #3  
Old May 3rd, 2012, 08:00 AM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,703
Thanks: 4,146
Thanked 5,941 Times in 2,922 Posts
DRG will become famous soon enough
Default Re: Terrain

Quote:
Originally Posted by Cross View Post

How about maps that are mostly obscured (blacked out) until you get units with los into those hexes? Now that would be an excellent Realism Button in the Preference Screen. Scouting will become even more important.

Cross
I floated that idea over a decade ago. It wouldn't be easy to code at all, it would look very strange and it ignores the fact that commanders carry maps that may not be perfect but at least give him an idea of what the area looks like that does not contain huge areas of nothingness. In other words, a lot of work for a very questionable return of " realism"

Don
Reply With Quote
  #4  
Old May 3rd, 2012, 12:13 PM
Cross's Avatar

Cross Cross is offline
Captain
 
Join Date: Jun 2006
Location: UK / USA
Posts: 895
Thanks: 32
Thanked 283 Times in 123 Posts
Cross is on a distinguished road
Default Re: Terrain

Quote:
Originally Posted by DRG View Post
Quote:
Originally Posted by Cross View Post

How about maps that are mostly obscured (blacked out) until you get units with los into those hexes? Now that would be an excellent Realism Button in the Preference Screen. Scouting will become even more important.

Cross
I floated that idea over a decade ago. It wouldn't be easy to code at all, it would look very strange and it ignores the fact that commanders carry maps that may not be perfect but at least give him an idea of what the area looks like that does not contain huge areas of nothingness. In other words, a lot of work for a very questionable return of " realism"

Don

I hear you. I did think about the fact that most commanders would expect to know what was ahead to some degree.
Perhaps the unseen portion of the map could have some sort of semi-translucent overlay, so you could make out the main features, but there'd be additional clarity - and satisfaction - from getting getting LoS and removing the grayed out area.
Or, only showing say one in three hexes for the unseen portion, which would give clues about the location of roads, rivers, forests, villages etc.

But as you indicated, coding verses payoff is the issue.


Cross
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:27 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.