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  #161  
Old August 29th, 2008, 10:10 PM

thatguy96 thatguy96 is offline
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Default Re: Ideas how to improve WinSP MBT/WW2 !

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Originally Posted by PanzerBob View Post
Thanks all, for that info. Just saved me a lot of time trying to create something that will not work.
I wish it would, but there are some things that are unfortunately just not feasible under the current game engine, and we're generally clear on that not changing. I tried the bridge thing along with the so-called "Airmobile Artillery Platform." Turns out you can't unload from helicopters onto water hexes, so that sort of killed that too.
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  #162  
Old August 30th, 2008, 04:41 AM

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Default Re: Ideas how to improve WinSP MBT/WW2 !

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Originally Posted by thatguy96 View Post
A single water hex will be ringed with 6 "shore" hexes. While a barge can unload onto shore without moving into the shore hex, it must be actually on the shore hex to load the unit. Therefore the "bridge" requires at least 1 point of water movement. A craft in water without at least one point of water movement sinks anyhow, further compounding the problem.
What about streams/fords? Have you tried that?
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  #163  
Old August 30th, 2008, 09:42 AM

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Default Re: Ideas how to improve WinSP MBT/WW2 !

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Originally Posted by deveen View Post
Quote:
Originally Posted by thatguy96 View Post
A single water hex will be ringed with 6 "shore" hexes. While a barge can unload onto shore without moving into the shore hex, it must be actually on the shore hex to load the unit. Therefore the "bridge" requires at least 1 point of water movement. A craft in water without at least one point of water movement sinks anyhow, further compounding the problem.
What about streams/fords? Have you tried that?
From the same post :

Quote:
Originally Posted by thatguy96 View Post
I'm not sure if the barge script allows the unloading of a unit into an adjacent hex when on a "land" hex of some sort (such as a stream or canal hex). However, it would not be able to load a vehicle unless it were in the same hex (I believe), which would also render the concept pointless.
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  #164  
Old August 30th, 2008, 10:08 AM

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Default Re: Ideas how to improve WinSP MBT/WW2 !

Oh, sorry, missed that.
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  #165  
Old August 31st, 2008, 01:13 PM

Marek_Tucan Marek_Tucan is offline
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Just an idle thought that occured to me when driving through our villages... What about changing wooden buildings a bit so that they can be partially transparent (visibility block similar to trees) and they may be carefully navigated with vehicles (say as when crossing the ford or stream) without being destroyed?
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  #166  
Old September 26th, 2008, 11:44 AM
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Epoletov___SPR Epoletov___SPR is offline
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Please make armies with dogs !
They should find out well the opponent nearby.
And also dogs-mines and so on.
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  #167  
Old September 26th, 2008, 12:20 PM

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Default Re: Ideas how to improve WinSP MBT/WW2 !

I'm sure Sgt. Cujo and his subordinates would be great at following orders. Or even understanding what the heck is going on around them.
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  #168  
Old September 26th, 2008, 03:04 PM

Marek_Tucan Marek_Tucan is offline
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Default Re: Ideas how to improve WinSP MBT/WW2 !

You may try simulating doghandlers by adding scouts with +1 vision or something such.
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  #169  
Old October 5th, 2008, 01:07 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

I haven't read through all of this thread, but:

Suspension Damage!

Hedges and stone walls!(Well just have bocage in the games now)

Add these to things and the games would be absolutely perfect.
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  #170  
Old October 5th, 2008, 05:23 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Surely we already have suspension damage: i.e. mobility kills
damage point 1. You can also mobhack this if you so desire, see
WinSPWW2 scen 9th SS in Hungary. Or am I missing something ?

Regards, Warwick
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