Invasion Beach hexes

Time of Fury spans the whole war in Europe and gives players the opportunity to control all types of units, ground, air and naval. Not only that, each player will be able to pick a single country or selection of countries and fight his way against either the AI or in multiplayer in hotseat or Play by E-Mail. This innovative multiplayer feature will give player the chance to fight bigger scenarios against many opponents, giving the game a strategic angle that has no equal in the market. The game uses Slitherine’s revolutionary PBEM++ server system.

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macroeconomics
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Invasion Beach hexes

Post by macroeconomics »

Is there a way to determine which hexes are eligible to be landed upon from Amphibious Assault transports other than sailing a loaded AA in the sea zone and clicking disembark? I'm finding it difficult to do invasion planning without knowing where I can invade.
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RE: Invasion Beach hexes

Post by doomtrader »

This is less more possible like in real life. We will see is it possible to implement such view in some elegant way.
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RE: Invasion Beach hexes

Post by macroeconomics »

Perhaps a specific map filter? It isn't something that needs to be present at all times. Just something that the player can select once in awhile to help in his planning.
jjdenver
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RE: Invasion Beach hexes

Post by jjdenver »

Isn't this problem solved already? I see "sandy" hex edges on some hexes where they border the sea. Does this mean those are beach hexes? It looks like most hexes can be invaded and very few cannot. For example in Normany France only Caen and Le Havre bay don't have "sandy" beach hexsides.

Is this right?
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Rasputitsa
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RE: Invasion Beach hexes

Post by Rasputitsa »

But can you select which beach, within a sea zone that you land on.
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RE: Invasion Beach hexes

Post by jjdenver »

ORIGINAL: Rasputitsa

But can you select which beach, within a sea zone that you land on.

Not sure - if you can't land on all "sandy looking" hexsides then those are meaningless and we are back to the original problem.

Players should know which hexes they can invade. No invasions were launched during WW2 that decided on a beach after they were at sea- invasions were very very carefully planned - they knew where they were going to land far before launching invasion craft.

If Doomtrader is going to patch this to show invasion hexes then in the meantime while we wait on that patch I'd like to request that he publish a list of "invade-able" hexes so we can look at the list of hexes to plan invasions while waiting for the patch.
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CEAW-BJR Mod 2009:
tm.asp?m=2101447
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tm.asp?m=1705427
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tm.asp?m=1649732
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Lascar
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RE: Invasion Beach hexes

Post by Lascar »

ORIGINAL: jjdenver


Not sure - if you can't land on all "sandy looking" hexsides then those are meaningless and we are back to the original problem.

Players should know which hexes they can invade. No invasions were launched during WW2 that decided on a beach after they were at sea- invasions were very very carefully planned - they knew where they were going to land far before launching invasion craft.
That is quite right. And the Germans also did not fortify and place obstacles and mines along every stretch of beach from Norway to Spain. They carefully surveyed what were the most practical and likely locations where a large scale amphibious landing could be made.

Which raises the question can the Germans fortify the beaches and ports, a la the Atlantic Wall?
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RE: Invasion Beach hexes

Post by Magpius »

sorry JJ those beaches, as far as I can tell, are purely cosmetic. Nothing on the graphics.png suggests they need to be there, all could quite easily be erased.
Landing hexes are currently only visible when you click embark.
Although I could create a permanent overlay graphic on the map that would work. (Customised eyecandy)
I just need people to tell me the hex coordinates of all possible landing sites...

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RE: Invasion Beach hexes

Post by Magpius »

Something like this, or it could be an icon.

Image
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jjdenver
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RE: Invasion Beach hexes

Post by jjdenver »

Lascar that looks brilliant. If Doomtrader will post all invasion hexes and you're willing to do that mod it would be a big help.
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CEAW-BJR Mod 2009:
tm.asp?m=2101447
AT-WW1:
tm.asp?m=1705427
AT-GPW:
tm.asp?m=1649732
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RE: Invasion Beach hexes

Post by Numdydar »

It would also be nice to have ports have different colors and/or shapes so that you can tell the difference between a sea area and a port location. I have found myself in port too many times already when I did not want to be[:@]
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RE: Invasion Beach hexes

Post by Lascar »

ORIGINAL: jjdenver

Lascar that looks brilliant. If Doomtrader will post all invasion hexes and you're willing to do that mod it would be a big help.
Not me JJ all credit must go to the brilliant modder Agent S. It is a very nice mod too.
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Magpius
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RE: Invasion Beach hexes

Post by Magpius »

@Numdydar.
Small steps.
let's get the beach hexes sorted 1st.
(this work is voluntary, and takes time).

and I'm quite happy for Lascar to do it!

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RE: Invasion Beach hexes

Post by Razz1 »

ORIGINAL: Agent S

Something like this, or it could be an icon.

Image

Try to keep it simple. There already is allot of clutter and many people have to increase the font size in order to read the may when they zoom out.

A simpler approach may be to use one word like Beach
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Magpius
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RE: Invasion Beach hexes

Post by Magpius »

Once I have the hex numbers defined in the eyecandies.csv
Anyone will be able to very simply mod the small location in the .png file to anything they want.
(but yeah, I'll try beach; icon etc... but I would also like some time to play this, as much as mod it.)

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RE: Invasion Beach hexes

Post by doomtrader »

We are thinking about the solution to increase the number of possible eycandies graphic.
Most probably we will allow to use more sheets for eyecanides, so it will be even possible to use different one for every skin or mod.
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Magpius
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RE: Invasion Beach hexes

Post by Magpius »

Thanks Doom, I was just beginning to think about that. The eyecandies.csv should be linked in with the mapskin folder and not the scenario folder.

To others,
I have begun mapping the coastline for all possible invasion hexes. It's a long list!!!
It will only be available for the grand campaign at this stage. As the eyecandy code is specific to the hex coordinates of the specific scenario map.
Expect it in a few days time.

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jjdenver
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RE: Invasion Beach hexes

Post by jjdenver »

Thanks Agent - I look fwd to it. When you release it can you give specific instructions about how to install and use it?
AARS:
CEAW-BJR Mod 2009:
tm.asp?m=2101447
AT-WW1:
tm.asp?m=1705427
AT-GPW:
tm.asp?m=1649732
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RE: Invasion Beach hexes

Post by Rasputitsa »

ORIGINAL: Agent S
@Numdydar.
Small steps.
let's get the beach hexes sorted 1st.
(this work is voluntary, and takes time).

and I'm quite happy for Lascar to do it!

Thanks, it would be good to see where the landing beaches are, may be for the devs, but then it would be best to be able to designate the beach/beaches you intend to invade. [:)]
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“A people which is able to say everything becomes able to do everything” - Napoleon

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Magpius
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RE: Invasion Beach hexes

Post by Magpius »

@JJ
Yes, it's more than a graphics tweak.
Will be explicit

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