Bridge building

Prepare yourself for a wargaming tour-de-force! Conquest of the Aegean is the next generation of the award-winning and revolutionary Airborne Assault series and it takes brigade to corps-level warfare to a whole new level. Realism and accuracy are the watchwords as this pausable continuous time design allows you to command at any echelon, with smart AI subordinates and an incredibly challenging AI.

Moderator: Arjuna

Post Reply
User avatar
RedDevil
Posts: 108
Joined: Mon Sep 06, 2004 2:59 pm
Location: London (UK) & Pistoia (Italy)

Bridge building

Post by RedDevil »

Hello guys,

I have a question on bridge building. The reference manual, when discussing constructing a bridge (page 95) states the following:
Construct Bridge
If the enemy succeeds in blowing a crossing that you need, you may be able to recover the situation by constructing a bridge to replace the one destroyed. To do so:
...

(The bold is mine). As I understand it, this means that I cannot construct a bridge wherever I like but I am restricted to the places in the map where a bridge already exists (or existed): is this correct? The reason why I am asking is because in a AAR I have actually seen the player trying to build a bridge to cross a river in a spot where there was no bridge at all and this would be rather neat indeed in scenarios like the "Charge of the centaurs" or "Foothills of the Gods".

Cheers,

Red Devil
God fights on the side with the best arty -- Napoleon
MarkShot
Posts: 7552
Joined: Sat Mar 29, 2003 6:04 am

RE: Bridge building

Post by MarkShot »

I think any valid crossing point on the map can have a bridge built across it. It does not need to first be blown by the enemy. Off hand, I cannot remember what determines what type of span it is that gets built (perhaps the equipment available to the bridging units).
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
User avatar
RedDevil
Posts: 108
Joined: Mon Sep 06, 2004 2:59 pm
Location: London (UK) & Pistoia (Italy)

RE: Bridge building

Post by RedDevil »

Hello Mark,

Thanks for the reply.
Is what you call "crossing" something like the one highlighted in the pic below (or above... I am not very good with attaching images on this forum)?

I would need a bridge right there and in many other places in different maps.
The reference guide also suggests to support the bridging unit with engineers: how is this achieved in practice? do I have to group the two units and give to both of them a construct bridge order? or is it sufficient for the support engineer to be in the area?

Cheers

Image
Attachments
Crossing.jpg
Crossing.jpg (90.96 KiB) Viewed 181 times
God fights on the side with the best arty -- Napoleon
MarkShot
Posts: 7552
Joined: Sat Mar 29, 2003 6:04 am

RE: Bridge building

Post by MarkShot »

In your screenshot, the bridge is already there. Here is a screenshot of one from the HTTR manual, since my laptop is off at the moment where I have COTA installed.

I would guess that to speed the bridge construction that the units involved either individual or grouped have to be given a construct bridge order. I don't think their mere presence in the area is sufficient.

Image
Attachments
CP.jpg
CP.jpg (3.03 KiB) Viewed 185 times
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
User avatar
Howard Mitchell
Posts: 449
Joined: Mon Jun 03, 2002 11:41 am
Location: Blighty

RE: Bridge building

Post by Howard Mitchell »

I think RedDevil means the track bisected by the river or stream in the top right of his graphic, in the darker circle.
While the battles the British fight may differ in the widest possible ways, they invariably have two common characteristics – they are always fought uphill and always at the junction of two or more map sheets.

General Sir William Slim
MarkShot
Posts: 7552
Joined: Sat Mar 29, 2003 6:04 am

RE: Bridge building

Post by MarkShot »

Nope, you can only build bridges where there are crossing points defined by the map designer. But on most maps, the suitable points have already been defined on the map by the map designer even if the scenario designer should choose to not place a span/ferry across them in particular scenarios.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
User avatar
RedDevil
Posts: 108
Joined: Mon Sep 06, 2004 2:59 pm
Location: London (UK) & Pistoia (Italy)

RE: Bridge building

Post by RedDevil »

Hello again,
 
Thanks for the clarification Howard, this is exactly what I meant... I have tried to be too clever in manipulating the screenshot [:D]
 
My final thoughts on this "issue":
a) that the reference manual could do with some improved wording (maybe just the graphical representation of a crossing as provided by Mark would be sufficient);
b) the engine should perform a check when a "construct bridge" order is issued and inform the player that this is not possible. Similar to when the AI moves a waypoint to the nearest suitable location. I tried yesterday to build a bridge where there was no crossing (in fact no river) in sight and the AI happily shipped the bridging unit + engineer coy to the destination to build [&:] a bridge.
 
Cheers,
 
RedDevil
 
God fights on the side with the best arty -- Napoleon
User avatar
Arjuna
Posts: 17768
Joined: Mon Mar 31, 2003 11:18 am
Location: Canberra, Australia
Contact:

RE: Bridge building

Post by Arjuna »

RedDevil,
 
Fair cop.
 
TT3239 - UI - Disable Construct Bridge Task if not within range of crossing - Warn Player ( beep )
 
 
Dave "Arjuna" O'Connor
www.panthergames.com
Post Reply

Return to “Conquest of the Aegean”