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  #21  
Old May 26th, 2021, 11:15 AM
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Default Re: Multi-layer and hex buildings

This is another piece to the puzzle and a good one too
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  #22  
Old May 26th, 2021, 11:17 AM
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Default Re: Multi-layer and hex buildings

Last but not least wooded multi hex buildings:

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Old May 26th, 2021, 11:20 AM
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Default Re: Multi-layer and hex buildings

There may be different code for the large special buildings that is not in the smaller multi hex residential buildings in regards to the registration hex. It's been a couple of decades since I ran the basic SP2 but I seem to recall large buildings were only allowed on level zero, IDK it's been a L O N G time.

I suspect this has been going on for years....it's just that now it's been noticed it seems doubly obvious. It's not 100% but note that when the registration hex is clear ground that's when the road shows up....... mostly
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  #24  
Old May 26th, 2021, 11:30 AM
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Default Re: Multi-layer and hex buildings

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Originally Posted by zovs66 View Post
Last but not least wooded multi hex buildings:
Another little "fact" ( that may not be......) that is niggling is that in the original game houses were placed with pavement but it does show in most cases when the registration/placement hex is blank that is when the paved road is placed but why paved road and not rough ( only "for example" )is a question yet to be answered

And yes things like this were just accepted and worked around in the past but it is a "bug" albeit small but still troubling
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Last edited by DRG; May 26th, 2021 at 04:52 PM..
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Old May 26th, 2021, 04:44 PM
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Default Re: Multi-layer and hex buildings

The news from my perspective is this all this talk has inspired me to get back to map making and thusly scenario creations again...

Starting with MBT for a change and with the Czechs running across the border and running into a US/West Germany task force in '89...

RetLT hope you like missiles, helo's and other fun stuff...lol

Should be a good summer...
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Old May 26th, 2021, 04:55 PM

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Default Re: Multi-layer and hex buildings

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Originally Posted by DRG View Post
It could be either but I built them as churches with a bell tower

If anyone can get SP2 to run see if the same thing happens
I recall this happening in SP2, but I am working on getting SP2 back up and running....now if FedEx can get me the stuff I order...grr....
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  #27  
Old May 26th, 2021, 06:35 PM
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Default Re: Multi-layer and hex buildings

Oh I think I have a Dosbox that might run SP2. I’ll check tomorrow.
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Old May 26th, 2021, 06:54 PM

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Default Re: Multi-layer and hex buildings

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Originally Posted by zovs66 View Post
Oh I think I have a Dosbox that might run SP2. I’ll check tomorrow.
Be willing to help me setup DOSBOX to run SP2? Right now I am working on getting an older computer back to working order in order to run it...
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  #29  
Old May 27th, 2021, 08:00 AM
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Default Re: Multi-layer and hex buildings

So I loaded up SP2 the problems go all the way back to that, the SSI code.

Here are some screen shots. It's really hard to work with after playing MBT and WW2 after all these years, plus Dosbox is a little sluggy, and on my machine in full screen I could only see a quarter of the game interface and had to switch to windowed mode which is "tiny". But you can see where the problems originated:

Multi hex Wooden Buildings:


Multi hex Stone Buildings:


Multi hex Special Buildings (there were only 4):


Me just playing around...


I loaded up the first scenario in the editor as I entertained the idea of recreating theses, but dropped that idea in 5 seconds. It would be far much better and less time consuming just creating new ones from scratch. The terrain is so sparse it's unimaginative compared to what we have now. The time you spent going from SP2 in Dosbox back to your local env and recreating one scenario I am sure average joe could whip out 5 to 10 scenarios easily from scratch.
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  #30  
Old May 27th, 2021, 11:26 AM
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Default Re: Multi-layer and hex buildings

I vaguely recollect that - multiple hex buildings laid paving stones as well, and also had to be laid only on level 0 terrain IIRC.

Several other things had to be on level 0 terrain - like fields, single hex buildings and some other stuff.

It was not a simple thing to go to the 15 levels hills of our versions, and we also managed to get things allowed on terrain levels greater then the flat - like fields and buildings IIRC. (Its been a loing time since I wrassled with the code to get thete).

Any quirkyness the multi-hex buildings have is probably linked to a remnant of the old style code that laid those paved areas, I probably have not quite removed all of whatever it was.
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