Good Point.
What if I input an event that does the following (the following is not the actual script):
**Simulating a firing arc on a higher elevation (no unit can occupy or move across hex 1,2,3 since is a steep slope)**
Check Each Turn
Check hex A = Regime
then execute OffenseMod of certain SFtype (Tanks, art...etc) = +25% at A
and execute DefenseMod of all SFType = -25% at 4,5,6
and execute DefenseMod of all SFType = -15% at 8,9,10,11
Check hex B = Regime
and execute DefenseMod of all SFType = -25% at 5,6,7
and execute DefenseMod of all SFType = -15% at 9,10,11,12
and so on....
I beleive this work to simulate elevation for movement & combat purposes? Albiet some tedious work involved...
The modern ops mod will be played at a smaller scale, meaning tanks will be able to fire at 2 hexes, and Artillery at 4 hexes...etc. So units occupying hex such as A & B, will be given advantage over unit below the cliff. Since the check is done at the beginning of each turn... this means that a unit that moved into Hex A will need to wait until next turn to be able to fire its weapon.
I welcome any other solution... (I am really just a newbie to this game, had it for over 3 weeks and open to critics & advices). Thanks!
