Trento and Alpine Front edit

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Chernobyl
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RE: Trento and Alpine Front edit

Post by Chernobyl »

I just noticed this but did you guys know there's an "impassable" setting for terrain in the editor?
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OldCrowBalthazor
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RE: Trento and Alpine Front edit

Post by OldCrowBalthazor »

ORIGINAL: Chernobyl

I just noticed this but did you guys know there's an "impassable" setting for terrain in the editor?

I'm aware of these two types of impassable terrain tiles...but they don't seem very aesthetically pleasing plopped into the Alps. [:D] If there was a mountain hex that had the same properties...it could be considered...Or, did you find a way to alter the properties of a terrain tile? [:)] I haven't got that far into the weeds yet with the editor.....

I do like the 'high mountain' hexes though...default 3 entrenchment..which means detachments can hold it, and that sounds realistic too. The supply is rough, but if an aggressor wanted to take the heights..it could result in a hardcore fight for the lofty peaks..which is also desirable :))

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RE: Trento and Alpine Front edit

Post by OldCrowBalthazor »

ORIGINAL: Chernobyl

So what is going on with artillery? Why has neither side karted over one of those monsters? Care to elaborate? :)

I missed this somehow...

Well, at first, this test wanted to find out whether the Italians could roll over Trento in 1915 as easily as they do in vanilla. Obviously they can't with this proposed fix. I did run both sides full campaign till around April 1915, when my friend Dark Taboo took over the CP.

All the artillery that's been built for both sides is deployed on the Western and Eastern Fronts...and one AH arty is in Serbia. Now that Serbia is fini come Aug 1915..I would bet a KuK artillery would show up to help them take Udine. I have this last Entente turn saved...and we could start running it again when he comes back up here next month. We were kind of planning on this anyway because its turning into a fun no-holds-barred campaign where another Gambit may be surprised on me or one that I discover.
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RE: Trento and Alpine Front edit

Post by mdsmall »

ORIGINAL: OldCrowBalthazor

I'm aware of these two types of impassable terrain tiles...but they don't seem very aesthetically pleasing plopped into the Alps.

Image

In fact, when blown up this way, they look like a burnt hole in a linoleum tile, sitting on top of another linoleum tile!
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RE: Trento and Alpine Front edit

Post by OldCrowBalthazor »

ORIGINAL: mdsmall

ORIGINAL: OldCrowBalthazor

I'm aware of these two types of impassable terrain tiles...but they don't seem very aesthetically pleasing plopped into the Alps.

In fact, when blown up this way, they look like a burnt hole in a linoleum tile, sitting on top of another linoleum tile!

LoL

Could also be two possible crash landing choices to make on Mars.....both bad. [:D]
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Chernobyl
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RE: Trento and Alpine Front edit

Post by Chernobyl »

If you click on Campaign -> Edit Movement Cost Data and then search for High Mountain. Click on the down arrow 4 times and the movement cost becomes "impassible"
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RE: Trento and Alpine Front edit

Post by stockwellpete »

ORIGINAL: OldCrowBalthazor
ORIGINAL: Chernobyl

I just noticed this but did you guys know there's an "impassable" setting for terrain in the editor?

I'm aware of these two types of impassable terrain tiles...but they don't seem very aesthetically pleasing plopped into the Alps. [:D] If there was a mountain hex that had the same properties...it could be considered...Or, did you find a way to alter the properties of a terrain tile? [:)] I haven't got that far into the weeds yet with the editor.....

I do like the 'high mountain' hexes though...default 3 entrenchment..which means detachments can hold it, and that sounds realistic too. The supply is rough, but if an aggressor wanted to take the heights..it could result in a hardcore fight for the lofty peaks..which is also desirable :))

Yes, I did try the impassable desert hexes up there in one test - I got to the point where I would consider anything to try and stop the AI Italians trying to seize Salzburg! But it doesn't look good as OCB says. And there would have been some fighting in the Alto Adige during the war and Detachments might be best for that.

The next thing to consider if this test gets the thumbs-up for the Italian front is to look at the Caucasus front and see if there should be any high mountain hexes there. We will need to start a separate thread for that. My first impressions are that the Caucasus range is not as forbidding as the Alps, but Mount Ararat, which is marked on the map, is well over 12,000 feet high, I believe.
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RE: Trento and Alpine Front edit

Post by stockwellpete »

ORIGINAL: Chernobyl

If you click on Campaign -> Edit Movement Cost Data and then search for High Mountain. Click on the down arrow 4 times and the movement cost becomes "impassible"

Thanks for this. The AI won't know what to do when I make this change. Salzburg will be forever beyond its reach.[:)]
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Hubert Cater
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RE: Trento and Alpine Front edit

Post by Hubert Cater »

Thanks everyone and I can confirm that the next update will have the Italian AI focus a bit better towards Trieste.
stockwellpete
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RE: Trento and Alpine Front edit

Post by stockwellpete »

ORIGINAL: Hubert Cater

Thanks everyone and I can confirm that the next update will have the Italian AI focus a bit better towards Trieste.

Thanks very much, Hubert.[:)]
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RE: Trento and Alpine Front edit

Post by OldCrowBalthazor »

ORIGINAL: stockwellpete

ORIGINAL: Hubert Cater

Thanks everyone and I can confirm that the next update will have the Italian AI focus a bit better towards Trieste.

Thanks very much, Hubert.[:)]

Ahhh...the squeaky wheel gets the oil. Well, that will help against the Italian AI steamroll towards Salzburg. [:D]

Question is if making Trento a fortress and/or the Alta Adige high mountains is under consideration? (I have a complete 2nd test that seems to support this 1st test that a change will alleviate the usual and almost certain early take down of Trento by the Entente 1n 1915).



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stockwellpete
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RE: Trento and Alpine Front edit

Post by stockwellpete »

ORIGINAL: Hubert Cater

Thanks everyone and I can confirm that the next update will have the Italian AI focus a bit better towards Trieste.

The AI certainly did show more vigour initially in trying to force its way across the Isonzo. But once it took Klagenfurt it veered off northwards towards Salzburg again.[:@]

I think I am going to use Chernobyl's fix on my mod so those Alto Adige hexes are impassable. While it may not be 100% accurate it will be better than what happens now every game.
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