Bitter Glory

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Widell
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RE: Bitter Glory

Post by Widell »


Any chance there are more distinctions than "small" vs. "big" river? With that (fantastic!) granularity of the map detail, I'd guess you'd have a strong correlation to the terrain types in general, and in this case river types more specifically?
Anraz
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RE: Bitter Glory

Post by Anraz »

There are a lots of different "rivers" :
http://screen.bitterglory.com/in/09-06/yeukckwwb.jpg
all of them have impact on movement, fight and cost of infrastructure.
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Widell
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RE: Bitter Glory

Post by Widell »

ORIGINAL: Anraz

There are a lots of different "rivers" :
http://screen.bitterglory.com/in/09-06/yeukckwwb.jpg
all of them have impact on movement, fight and cost of infrastructure.
Cool! Like that and looking forward to this one. Keep up the good work!
Anraz
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RE: Bitter Glory

Post by Anraz »

Hmm I’ve spotted that are no visible choices in “river type” combo box. There are three kinds of rivers, canal and two straits to choose.
Cool! Like that and looking forward to this one. Keep up the good work!

Thanks for encouraging words!

Anraz
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RE: Bitter Glory

Post by Anraz »

A few screens showing day and night cycle in Bitter Glory:  LINK
Anraz
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RE: Bitter Glory

Post by Anraz »

Road network in Africa (screen from the editor)

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SeaMonkey
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RE: Bitter Glory

Post by SeaMonkey »



What significance do the different colors have for the road grades?
Anraz
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RE: Bitter Glory

Post by Anraz »

White roads are the weakest ones which allow to supply regularly troops and transport goods and resources (roads are basic substance to economy of any area). Yellow roads are just better version of roads (denser net of roads or/and better roads, etc).

Red and violet roads represents roads and railroads. Rails allow to transport units and goods&resources  by trains.

Roads (like terrain) determinate number of units which can attack, I mean number units at first line. The number is calculated individually for every battle. For any attack any number of units is allowed, but excessive units just stay behind and wait until ones from the first line exhaust (fulfill given condition) and back away.
Karri
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RE: Bitter Glory

Post by Karri »

So what if there are no roads?
Anraz
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RE: Bitter Glory

Post by Anraz »

If there is no road in neighbors hexes, road connected with logistic centre and with its range, units suffers from attrition and have limited fighting capabilities. Notice the distance between adhered hexes is ~75km.

Also if there is no road a player may build a new one :)

Anraz
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RE: Bitter Glory

Post by Anraz »

Road network in Asia (screen from the editor)

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Anraz
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RE: Bitter Glory

Post by Anraz »

Australia and Indonesia

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goodwoodrw
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RE: Bitter Glory

Post by goodwoodrw »

Anraz, I think you're a tad kind with the road quality on the Oz map. The road between the south and western Australian borders were still second rate in the 70s, so in the 30s and 40s they would improved dirt roads. They should be white far sure!
Ron
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Anraz
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RE: Bitter Glory

Post by Anraz »

Thanks Ron. I'm sure the map will be tweaked (also thanks to comments like this one). You know we are (at least a few of us)  real map geeks ;)
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goodwoodrw
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RE: Bitter Glory

Post by goodwoodrw »

Even on our modern roads it takes about eight days to drive an army truck convoy from Melbourne to Darwin. I have done that trip several times. 80Ks an hour in convoy formation that distance just plain boring. And pretty dangerous as well! On a three month exercise in 1989 there were 15 road death civilian and military.
Formerly Goodwood

Anraz
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RE: Bitter Glory

Post by Anraz »

South America 


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Anraz
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RE: Bitter Glory

Post by Anraz »

Europe

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Karri
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RE: Bitter Glory

Post by Karri »

The road in Lapland, from Finland to Russia, should definetly be white(that was the worst, right?). It was more of a path than a road anyways.
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