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Do you own this game? Write a review and let others know how you like it.
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January 25th, 2017, 06:16 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
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Re: Scenario
I just added a check for if the vehicle is to enter sloped+rough and has travelled a min of 3 hexes (ie might stick due to excess speed on such terrain).
No such checks are planned for other sticking terrain, since streams, marsh etc aren't the sort of thing the AI route-finding tends to utilise if the human plots a long move. Slopes are, however and I just had an irritating few vehicles hang up on a city grid which had loads of rough+slope when I tried long moves along the boulevards.
The feature is of course, only active for owners of the full game.
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January 26th, 2017, 06:09 AM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
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Re: Scenario
Wow the new tiles look great & as for the CD only additions yet more time saving tools so you can play more turns/games in the time you have. Cant wait to see what else you have been up to.
One question & my only issue when it comes to seeing things clearly could we possibly try a different colour for the none visible hexes in winter overlay.
I have no trouble reading text etc but find difficulty in discerning what hexes are visible in winter if there are slopes & or rough hexes at times.
NLOS missiles called in by i key might need a little work though not desperate as rare unit. Possibly only can call in as fist action off a new turn.
So either plot & fire at start of your turn or opportunity is lost.
Removes God eye of just moved & found a dangerous unit which can be instantly targeted with NLOS
__________________
John
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January 26th, 2017, 08:43 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
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Re: Scenario
NLOS missiles are fired as ATGM and use the ATGM procedures, not the artillery fires for HE type code. So delayed action like that proposed is impossible.
Additionally - this is the WW2 forum, NLOS missiles are off-topic here as they are MBT specific.
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January 27th, 2017, 06:51 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,492
Thanks: 3,963
Thanked 5,702 Times in 2,814 Posts
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Re: Scenario
Here's and example of how pine forest is added to autogenerated map. This one is set up as early winter so the pines show up clear. It also shows the new dry short grass tiles. Northern European maps will get heavier concentrations than this
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January 28th, 2017, 12:51 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: Scenario
That's just a start. Map making this next release takes a HUGE step forward. Any experienced map maker will love what they find and the new features will allow newbies a chance to dip their toes into this aspect of the game and see good results without having to spend days. We are now just starting to experiment with adding randomness to the fill terrain feature of the editor that will allow terrain to be added gradually instead of one solid splat like the left side of this example
it's a huge leap forward for map making and will make adding terrain features to the Venhola generated maps MUCH easier
This took about two minutes to do.. build a random road net, flood fill with houses, flood fill with trees using the modified code we have in place now and are still experimenting with you won't get the solid mass you get now and since it's tied to fill range you can control how much goes in
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January 28th, 2017, 04:01 PM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
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Re: Scenario
That is seriously impressive, will the map generator be using some of these routines or is that another big project to incorporate them.
Really looking forward to this patch you guys just keep refining this game year on year.
__________________
John
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January 28th, 2017, 04:08 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,492
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Re: Scenario
Some things will be incorporated into the generated maps like vineyards ( where applicable ..) others like the last one I posted are going to be premium features of the editor. The ability to variable fill a range of map is really something that can speed up the map making process. IDK if it would reduce a week of work to a day but it's close...eventually, I would like to tie the new fill range routine with right mouse click but as it stands now this is one small extra step that saves hundreds of extra steps
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January 28th, 2017, 06:00 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,492
Thanks: 3,963
Thanked 5,702 Times in 2,814 Posts
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Re: Scenario
The routine is set up differently between MBT and WW2 right now......both ways have merit and we may release that way and wait for feedback on which is preferred
MBT asks how large an area you want to fill..you enter that then
"Enter 0 for Block fill, or 1-90 for a Splatter Effect "
WW2 asks how large an area you want to fill..you enter that then
"Enter 0 for Block fill, 1 for Diffuse Splat Fill, 2 For Dense Splat Fill "
so MBT offers a wider range of splat density but WW2 gives two of the most likely choices and any low-density splat can be built up with more presses of fill
potato- potatoe
Don
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January 28th, 2017, 10:58 PM
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Second Lieutenant
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Join Date: Jan 2015
Posts: 429
Thanks: 705
Thanked 99 Times in 79 Posts
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Re: Scenario
Really looking forward to this years update now! Looks like it will have some really good stuff.
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January 29th, 2017, 08:40 AM
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Major
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Join Date: Aug 2013
Location: Yorkshire, UK
Posts: 1,047
Thanks: 366
Thanked 440 Times in 318 Posts
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Re: Scenario
I'm loving that you have your enthusiasm and mojo back! Looking really good TY guys!
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