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RE: Bitter Glory
Posted: Sun Jun 28, 2009 6:22 am
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?
RE: Bitter Glory
Posted: Sun Jun 28, 2009 4:14 pm
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.
RE: Bitter Glory
Posted: Mon Jun 29, 2009 9:46 am
by Widell
Cool! Like that and looking forward to this one. Keep up the good work!
RE: Bitter Glory
Posted: Mon Jun 29, 2009 10:45 am
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!
RE: Bitter Glory
Posted: Thu Sep 17, 2009 7:10 am
by Anraz
A few screens showing day and night cycle in Bitter Glory:
LINK
RE: Bitter Glory
Posted: Tue Apr 20, 2010 6:19 am
by Anraz
Road network in Africa (screen from the editor)

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Posted: Tue Apr 20, 2010 7:23 am
by Anonymous
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Posted: Tue Apr 20, 2010 7:24 am
by Anonymous
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RE: Bitter Glory
Posted: Tue Apr 20, 2010 11:41 pm
by SeaMonkey
What significance do the different colors have for the road grades?
RE: Bitter Glory
Posted: Wed Apr 21, 2010 4:47 am
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.
RE: Bitter Glory
Posted: Wed Apr 21, 2010 5:58 am
by Karri
So what if there are no roads?
RE: Bitter Glory
Posted: Wed Apr 21, 2010 6:14 am
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
RE: Bitter Glory
Posted: Mon Apr 26, 2010 7:03 am
by Anraz
Road network in Asia (screen from the editor)

RE: Bitter Glory
Posted: Tue May 04, 2010 5:59 am
by Anraz
Australia and Indonesia

RE: Bitter Glory
Posted: Tue May 04, 2010 6:40 am
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
RE: Bitter Glory
Posted: Tue May 04, 2010 9:03 am
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

RE: Bitter Glory
Posted: Tue May 04, 2010 12:42 pm
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.
RE: Bitter Glory
Posted: Mon May 10, 2010 5:45 am
by Anraz
South America

RE: Bitter Glory
Posted: Tue May 18, 2010 7:42 am
by Anraz
Europe
RE: Bitter Glory
Posted: Tue May 18, 2010 12:26 pm
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.