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  #11  
Old January 11th, 2014, 03:04 PM
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DRG DRG is offline
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Default Re: Vehicles & Trees

Quote:
Originally Posted by Firestorm View Post

You can't put hedgerows under trees.
Really ?? What's this then ?

Quote:
Originally Posted by Firestorm View Post
(That was a rhetorical question, Don. I did check)
MAYBE check again ? Because that's a hedgerow under trees

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  #12  
Old January 11th, 2014, 05:34 PM
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Default Re: Vehicles & Trees

If you want the player to have a hard time crossing woods do this:

1. Create slopes.
2. Cover the slopes with rough terrain.
3. Put wood tiles on top.
4. Profit.

It will take the player a long time traversing the wooded area and he will risk getting stuck on the rough slopes.
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  #13  
Old January 11th, 2014, 09:32 PM
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Default Re: Vehicles & Trees

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Originally Posted by RightDeve View Post
I don't know if there's even the slightest chance of vehicles bogging down on normal treed hexes, but they sure have movement points reduced when traversing this type of terrain (even more so on the current patch IIRC).

But if you want to take the realism to the next level, apply rough terrain layer below forested hexes. Infantry will have a hard time slogging this harsh entanglements, and vehicles will be even more likely to bog down (esp. on sloped rough terrain). This is perfect for simulating New Guinean jungles for example.

If you want no vehicles crisscrossing the wood, then use impassable hex.
Wulfir comment above is correct
Putting rough under flat woods will NOT cause breakdowns when moving through them as you cant move fast enough to trigger it.
It could as you enter the woods if do so at high just like normal rough.

Something like snowdrifts would be a nice option possibly, wont slow down if want to risk possible breakdowns.

Dragons teeth can be used, need engineers / engineering vehicles to clear a trail.
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  #14  
Old January 12th, 2014, 05:26 AM

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Default Re: Vehicles & Trees

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Originally Posted by Mobhack View Post
And the AI would crash into trees - heck even I manage to crash into buildings just like it does !.
It occurred to me at times as well - but on the other hand, who in reality would try to drive a tank through a building, instead of searching a path between buildings?..
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  #15  
Old January 13th, 2014, 11:43 AM
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Default Re: Vehicles & Trees

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Quote:
Originally Posted by Mobhack View Post
And the AI would crash into trees - heck even I manage to crash into buildings just like it does !.
It occurred to me at times as well - but on the other hand, who in reality would try to drive a tank through a building, instead of searching a path between buildings?..
The guy in the mediocre tank who just saw the likes of a Tiger come into view is who.
Yikes scarper
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  #16  
Old January 14th, 2014, 06:52 PM

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Default Re: Vehicles & Trees

It doesn't take a lot of imagination to come up with a few scenarios where risking driving through a building is a better option than driving around it. You're just always going to feel dumb when you immobolise yourself.
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  #17  
Old January 15th, 2014, 12:27 AM
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Default Re: Vehicles & Trees

Yah rolls the dice and takes yer chances
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  #18  
Old January 17th, 2014, 03:28 AM
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Default Re: Vehicles & Trees

Careful driving,

Even worse is to get stuck in soft sand in No.Africa or the bogs in the Aluetions oops!

Buy a Dozer or Sherman dozer(hedgerow equiped) for the hedgerows but don't crash into them,instead move to adjecent hex to clear next turn.

Last edited by gila; January 17th, 2014 at 03:57 AM..
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  #19  
Old January 17th, 2014, 08:50 AM
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Default Re: Vehicles & Trees

Quote:
Originally Posted by Imp View Post
Quote:
Originally Posted by RightDeve View Post
I don't know if there's even the slightest chance of vehicles bogging down on normal treed hexes, but they sure have movement points reduced when traversing this type of terrain (even more so on the current patch IIRC).

But if you want to take the realism to the next level, apply rough terrain layer below forested hexes. Infantry will have a hard time slogging this harsh entanglements, and vehicles will be even more likely to bog down (esp. on sloped rough terrain). This is perfect for simulating New Guinean jungles for example.

If you want no vehicles crisscrossing the wood, then use impassable hex.
Wulfir comment above is correct
Putting rough under flat woods will NOT cause breakdowns when moving through them as you cant move fast enough to trigger it.
It could as you enter the woods if do so at high just like normal rough.
Yeah, I'm always aware of that fact (red-text there)

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

You can't put hedgerows under trees.
Really ?? What's this then ?

Quote:
Originally Posted by Firestorm View Post
(That was a rhetorical question, Don. I did check)
MAYBE check again ? Because that's a hedgerow under trees

Now, this is a revelation. A wonderful thing to replace "rough", and more potent against tracks, wheels, and legs alike. Also a wonderful provider of cover & concealment. Much easier to set up, compared to using slopes -> rough -> wood. Besides, in reality, hedgerows is exactly that kind of entanglement that bogs down vehicles.

I have always been aware of the fact that we can put trees on hedges, but never thought about this possibility.

Quote:
Originally Posted by gila View Post
Careful driving,

Even worse is to get stuck in soft sand in No.Africa or the bogs in the Aluetions oops!

Buy a Dozer or Sherman dozer(hedgerow equiped) for the hedgerows but don't crash into them,instead move to adjecent hex to clear next turn.
I thought I must be missing a real important feature all this time...
Tried it myself and dozers (engineer tanks) won't clear hedgerows, even after 10 turns using 4 vehicles.

Last edited by RightDeve; January 17th, 2014 at 09:08 AM..
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  #20  
Old January 17th, 2014, 12:41 PM
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Default Re: Vehicles & Trees

Dozers don't clear hedgerows - they aren't engineer stores like mines and D/T. Hedgerows are terrain.
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