Page 7 of 11

RE: Your Style Maps

Posted: Wed May 18, 2011 12:23 am
by junk2drive
ORIGINAL: HintJ

MR,

Is it possible to assign the trenches and foxholes already drawn on the CC map as trenches and foxholes in the MM? It would work like CMBB where they would still be flat but moving an infantry unit on top of them would give protection to units in the game engine, right?

If this is the case, I also assign the shell craters as "foxholes" (even though they technically aren't).

Just a thought, as it would be a shame to simply erase them.

edit-I could just paint over them in Paint.net w/the appropriate trenches or foxhole color for the MM like I did for the roads.

Are you asking if you can paint the map with the type foxhole and trench without placing the 3d model and still get the bonus?

RE: Your Style Maps

Posted: Wed May 18, 2011 5:24 pm
by HintJ
ORIGINAL: junk2drive

Are you asking if you can paint the map with the type foxhole and trench without placing the 3d model and still get the bonus?

Yes. It would be sort of like CMBB, where something like a shell crater would provide protection if a player moves an infantry unit on it.

RE: Your Style Maps

Posted: Wed May 18, 2011 6:20 pm
by junk2drive
That would be nice for your map. Someone may know or you may have to test it.

RE: Your Style Maps

Posted: Wed May 18, 2011 10:00 pm
by HintJ
W/terrain toggled on, it appears to work

Image

RE: Your Style Maps

Posted: Wed May 18, 2011 10:04 pm
by HintJ
A squad inside a crater appears to get benefits, if that's what the little tree sign means.

Image

RE: Your Style Maps

Posted: Wed May 18, 2011 10:06 pm
by Mad Russian
The little tree sign means it's in a woods location.

Good Hunting.

MR

RE: Your Style Maps

Posted: Wed May 18, 2011 10:14 pm
by HintJ
ORIGINAL: Mad Russian

The little tree sign means it's in a woods location.

Good Hunting.

MR

You know, this may be an old bug carried over from PCK. In PCK, when I sometimes had a unit in a foxhole, I still sometimes got the tree symbol.

BTW, I haven't mapped a wooded area anywhere on the map yet, and the LOS tool shows that spot as a "foxhole." Any idea why this is showing a tree symbol?

RE: Your Style Maps

Posted: Wed May 18, 2011 10:26 pm
by Mobius
It can also mean soft cover. Not always woods but ruts of plowed fields, marsh, brush or grain fields. Things that give -1 accuracy reduction to stationary infantry.

RE: Your Style Maps

Posted: Wed May 18, 2011 10:29 pm
by HintJ
ORIGINAL: Mobius

It can also mean soft cover. Not always woods but ruts of plowed fields, marsh, brush or grain fields. Things that give -1 accuracy reduction to stationary infantry.

Ok thanks.

RE: Your Style Maps

Posted: Wed May 18, 2011 10:29 pm
by junk2drive
I would have thought it would give you the house symbol. What does the trench do?

RE: Your Style Maps

Posted: Wed May 18, 2011 10:31 pm
by HintJ
Another interesting idea, for those people wanting some nostalgic style maps. Yes, this isn't how it should finally look, but an interesting idea nonetheless.

Image

RE: Your Style Maps

Posted: Wed May 18, 2011 10:46 pm
by HintJ
ORIGINAL: junk2drive

I would have thought it would give you the house symbol. What does the trench do?
Same thing, the tree symbol.

RE: Your Style Maps

Posted: Wed May 18, 2011 10:58 pm
by junk2drive
I wonder if it is because you haven't put the 3d model in the mesh. I'm worried that it is a bug but probably not.

RE: Your Style Maps

Posted: Wed May 18, 2011 11:18 pm
by HintJ
That's what I'm thinking. I put some trenches and foxholes 3d models in, but it looks very wrong and doesn't in any satisfactory way line up w/the map.

Perhaps in the next patch (hoping there will be one) modify the game so that any foxholes or trenches are considered hard cover, regardless if a 3d mesh is present. This would allow for designers to draw shell craters and assign good protection.

RE: Your Style Maps

Posted: Wed May 18, 2011 11:21 pm
by junk2drive
Would you rather have gopher mounds that sit on top of the terrain? [:D]

I like your idea and maybe Erik will chime in.

It would be nice not to have to mess with all that detail on the CC maps.

RE: Your Style Maps

Posted: Wed May 18, 2011 11:25 pm
by HintJ
One more crazy pic from the demo. I would be easy to line up the structures to match the Hexes and redraw the roads to match. Just an idea.

Image

RE: Your Style Maps

Posted: Thu May 19, 2011 12:34 am
by HintJ
Ok, one more shot. Just an idea of what you can do w/megatextures.

Image

RE: Your Style Maps

Posted: Thu May 19, 2011 12:41 am
by Mobius
ORIGINAL: HintJ
Perhaps in the next patch (hoping there will be one) modify the game so that any foxholes or trenches are considered hard cover, regardless if a 3d mesh is present. This would allow for designers to draw shell craters and assign good protection.
Ruin terrain already does that.

RE: Your Style Maps

Posted: Thu May 19, 2011 12:47 am
by HintJ
ORIGINAL: Mobius
ORIGINAL: HintJ
Perhaps in the next patch (hoping there will be one) modify the game so that any foxholes or trenches are considered hard cover, regardless if a 3d mesh is present. This would allow for designers to draw shell craters and assign good protection.
Ruin terrain already does that.

Are you saying that if I assign the foxholes/trenches as "ruins," I can have the effect w/out a 3d foxhole or trench model present?

RE: Your Style Maps

Posted: Thu May 19, 2011 1:42 am
by Mobius
ORIGINAL: HintJ
ORIGINAL: Mobius
ORIGINAL: HintJ
Perhaps in the next patch (hoping there will be one) modify the game so that any foxholes or trenches are considered hard cover, regardless if a 3d mesh is present. This would allow for designers to draw shell craters and assign good protection.
Ruin terrain already does that.
Are you saying that if I assign the foxholes/trenches as "ruins," I can have the effect w/out a 3d foxhole or trench model present?
It will be as close. Also you can assign the terrain as heavy woods and it will also provide protection. (page 62) I think other terrain needs the infantry to be mounted to offer protection.