Fix and Suggestion
Fix and Suggestion
Fix
Fix dirt road movement. Units cannot move into an adjust dirt road hex in mud or snow turn. But units can move into an adjust hex then move to the dirt road hex. If the unit does not move along the dirt road no problems. This happens in mud and snow movement turns. This happen if a person changes the general terrain movement settings.
Land
Needs to figure out for minor countries how to return units when enemy units cross their borders. Also, not to transfer minor units out of their country under attack.
Add to Terrain Setting an AI column so things like defense and/or crossing river can be set for AI.
Naval
FLEET #Unit_ID= __, change to add multi lines. Add (min,max) to #Unit_ID= __, those #Size= control the total number of ships in this operation.
Add to Transport and Amphibious both types script, #Unit_ID= __, for escort duty. These ships would move before the troop movement.
Needs to figure out for Naval units. Not to get near enemy air units without escort. Not to dock near enemy air.
Ports with convoy’s starting, pass thru and/or ending should loss some or all transferring MPP. This loss should be proportional to damage to the port.
In gameplay Idol ships that has not moved this turn and is on a non-supply hex. Should try to move to a safe port. A safe port or sea supply hex is out of range of enemy hexes. Ship will try first to return to a home country port or a parent port. Ships in non-supply sea hex should try to reach ports with FLEET script for those countries.
Fix dirt road movement. Units cannot move into an adjust dirt road hex in mud or snow turn. But units can move into an adjust hex then move to the dirt road hex. If the unit does not move along the dirt road no problems. This happens in mud and snow movement turns. This happen if a person changes the general terrain movement settings.
Land
Needs to figure out for minor countries how to return units when enemy units cross their borders. Also, not to transfer minor units out of their country under attack.
Add to Terrain Setting an AI column so things like defense and/or crossing river can be set for AI.
Naval
FLEET #Unit_ID= __, change to add multi lines. Add (min,max) to #Unit_ID= __, those #Size= control the total number of ships in this operation.
Add to Transport and Amphibious both types script, #Unit_ID= __, for escort duty. These ships would move before the troop movement.
Needs to figure out for Naval units. Not to get near enemy air units without escort. Not to dock near enemy air.
Ports with convoy’s starting, pass thru and/or ending should loss some or all transferring MPP. This loss should be proportional to damage to the port.
In gameplay Idol ships that has not moved this turn and is on a non-supply hex. Should try to move to a safe port. A safe port or sea supply hex is out of range of enemy hexes. Ship will try first to return to a home country port or a parent port. Ships in non-supply sea hex should try to reach ports with FLEET script for those countries.
- Hubert Cater
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Re: Fix and Suggestion
Hi, thanks for your feedback and suggestions.
For dirt roads, essentially they have no benefit when there is mud etc., sort of the same as not having a road there, so I'm not really sure what the concern is or what could change.
The rest I've made a note of, thanks!
For dirt roads, essentially they have no benefit when there is mud etc., sort of the same as not having a road there, so I'm not really sure what the concern is or what could change.
The rest I've made a note of, thanks!
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Re: Fix and Suggestion
As a combat veteran, who drove Ammo trucks in an Asia war. Sorry your premise is wrong. One never leaves the road for the fields; the field are worse to travel on.
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Re: Fix and Suggestion
Thanks and to further clarify, it is not a suggestion to leave the road, it is just that in game terms there is a differentiation between a dirt road and a paved road, and that under bad weather conditions such as mud, a dirt road has little to no benefit relative to a paved road etc., e.g. all advantages of the road, which in this case is a dirt road, is lost temporarily until the weather improves.
Relatively speaking we just felt this worked to help simulate events like 'general mud' on the Soviet front, and especially due to the scale of the game where action points are not very large numbers to begin with.
Relatively speaking we just felt this worked to help simulate events like 'general mud' on the Soviet front, and especially due to the scale of the game where action points are not very large numbers to begin with.
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Re: Fix and Suggestion
Just to add and if I can ask, if you prefer that all roads have some benefit, why not just use paved roads throughout your mod instead of a mix of dirt and paved?
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Re: Fix and Suggestion
Thanks for your reply. I understand what you are saying. But I drove truck in Germany in the late 60's in the Army. Also drove field artillery ammo truck, both the rounds and power, in the Nam war. We never left the roads for the fields.
I do not want to be negative here. It took a lot of work to do what you did. I also did development for a living, and I did not like people like me here. Look at picture of the war in the USSR and you will see no one leaves the road. I will agree they got stuck. Also look at the motorcycle that left the road. Do not get me wrong here, you and your team did a great job. And a problem you do have, I have not bought another game, due to the fact I have not become bored.
I do not want to be negative here. It took a lot of work to do what you did. I also did development for a living, and I did not like people like me here. Look at picture of the war in the USSR and you will see no one leaves the road. I will agree they got stuck. Also look at the motorcycle that left the road. Do not get me wrong here, you and your team did a great job. And a problem you do have, I have not bought another game, due to the fact I have not become bored.
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Re: Fix and Suggestion
The only thing I can think of doing is to still have unit path finding calculations prioritize the dirt road (even when there is no in game benefit) so that it looks like units are trying to stay on roads during bad weather... but with the default action points we have in game, I suspect it won't even be noticeable.
e.g. a Corps can move 4 hexes in good weather, but with mud it drops to 2 hexes, and even with prioritization on staying on a road, moving two hexes I don't know if you will really be able to see the difference of this mechanic change in game.
e.g. a Corps can move 4 hexes in good weather, but with mud it drops to 2 hexes, and even with prioritization on staying on a road, moving two hexes I don't know if you will really be able to see the difference of this mechanic change in game.
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Re: Fix and Suggestion
For me, it's a matter of scale and with hexes being many miles across there will be secondary roads in them not marked on the map. In my mind, those clear hexes are actually criss-crossed with a network of minor roads, so vehicles don't go off roads and into fields, they are simply using lesser dirt roads. Paved roads are the major highways and they are restricted to the hexes in which they appear.
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
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- Hubert Cater
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Re: Fix and Suggestion
Perhaps this is a fair point as well, as in we are not drawing every road into the map and just the main ones with the primary thought here being the paved roads are the only ones of maximum benefit under poor weather conditions etc.
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Re: Fix and Suggestion
Very glad to hear you are enjoying the game this much as wellrmelvin wrote: Thu Jun 22, 2023 1:05 am Thanks for your reply. I understand what you are saying. But I drove truck in Germany in the late 60's in the Army. Also drove field artillery ammo truck, both the rounds and power, in the Nam war. We never left the roads for the fields.
I do not want to be negative here. It took a lot of work to do what you did. I also did development for a living, and I did not like people like me here. Look at picture of the war in the USSR and you will see no one leaves the road. I will agree they got stuck. Also look at the motorcycle that left the road. Do not get me wrong here, you and your team did a great job. And a problem you do have, I have not bought another game, due to the fact I have not become bored.

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Re: Fix and Suggestion
The situation I was bringing up was. One could not move into an adjacent clear terrain dirt road hex. But one could move into the adjacent clear terrain not moving along the dirt road and then move into that clear terrain dirt road hex. One could go into a forest hex, cross a river onto the hex one could not move directly into move along the road. So, one could not move directly into the hex, but dog leg into the hex. That all. But I did change the setting. That could be a factor, in the mud situation. Understand I am not saying boo, hiss, hiss, y'all did a great job. I basically I wrote bean counting system, plus potato chip packing scheduling system. I did work as a guide missiles programmer.
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Re: Fix and Suggestion
Perhaps I've misunderstood the original concern here, please do feel free to send your mod and a saved turn to repeat what you are seeing to support@furysoftware.com and I'd be happy to take a look.
It could be due to your changed settings, or perhaps a bug that the settings have revealed etc.
It could be due to your changed settings, or perhaps a bug that the settings have revealed etc.
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Re: Fix and Suggestion
I have posted my new game. Run from start to get to mud in Poland and see the problem of moving on a dirt road over a field or into the forest. A new versus of the game is coming out soon. If you all think this is good but needs some Matrix works and/or magic, take the program over and go for it. The next versus will be my last versus.