Load and unload mechanics?

This exciting new release is a faithful adaptation of the renowned Conflict of Heroes board game that won the Origins Historical Game of the Year, Charles Roberts Wargame of the Year and the James F. Dunnigan Design Elegance Award, as well as many others!

Designed and developed in cooperation with Uwe Eickert, the original designer of Conflict of Heroes, and Western Civlization Software, the award-winning computer wargame studio, no effort has been spared to bring the outstanding Conflict of Heroes gameplay to the computer. Conflict of Heroes includes an AI opponent as well as full multiplayer support with an integrated forum and game lobby. To remain true to the core gameplay of the board game, the PC version is designed to be fun, fast and easy to play, though hard to master. The game design is also historically accurate and teaches and rewards platoon and company-level combined arms tactics without overwhelming the player with rules.

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major.pain
Posts: 179
Joined: Tue Mar 27, 2012 1:56 pm

Load and unload mechanics?

Post by major.pain »

Are they working as intended. What i mean by this if i load infantry or ATG on a truck with them having movement points left then i move the truck and use all its action points for that turn i can not then unload the units or ATG is was carrying even though they have action points left to use untill the next turn? Unless i am missing something.
It would also be a good idea to have the unit that is being transported displayed in the info panel on the bottom left when you have the unit doing the transporting selected.
raizer
Posts: 276
Joined: Mon Dec 06, 2010 1:30 pm

RE: Load and unload mechanics?

Post by raizer »

I think its working right. I fooled around with them last night and everything looked good.
Most AT guns are gonna cost 4 to load. It only has 7 ap for a turn. So you are 1 short to unload, as you only have 3 left instead of the required 4 (whatever it costs to move 1 hex in open terrain is the cost to both load and unload) Now if you load the AT gun with 4 Caps or group load several AT guns with 4 caps-they will all still have 7 APs left-you can move them and unload them. Its all about group moves and caps [:)]

And the unit being towed/transported in chit mode is displayed as a mini counter, underneath the transporting unit
major.pain
Posts: 179
Joined: Tue Mar 27, 2012 1:56 pm

RE: Load and unload mechanics?

Post by major.pain »

Will play around with it a bit more later tonight see if it makes more sense. When a unit is being transported it is displayed as a small chit behind or on top of the transporting unit at present but you can not tell what it is unless you zoom right in and pan the camera ect.
I thought a good plan would be to display what this unit is as an icon or text in your stats box in the bottom left corner. Saves all the zooming if you like to play from a higher up view you would instantley know what was where by just passing your cursor over the unit.
Joram
Posts: 3206
Joined: Fri Jul 15, 2005 5:40 am

RE: Load and unload mechanics?

Post by Joram »

I don't know how feasible that is given the game engine but it's a pretty good idea nonetheless. Maybe someone can start a wish list.
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