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Terrain and Resources

Posted: Mon May 13, 2019 6:18 pm
by AlvaroSousa
These are map features that lay on top of the land and ocean tiles.

Image

RE: Terrain and Resources

Posted: Sat Jun 29, 2019 4:19 pm
by CSO_Talorgan
Is it possible to make new maps?

RE: Terrain and Resources

Posted: Sat Jun 29, 2019 7:14 pm
by Fred98
You can paint the hexes any colour you wish.

RE: Terrain and Resources

Posted: Sat Jun 29, 2019 9:42 pm
by AlvaroSousa
You can make a new map, import an image to draw out the basic land tiles so you don't have to hand draw them. I even got something that will fill the coast for you. You can change any of the map images the way you want.

RE: Terrain and Resources

Posted: Sun Jun 30, 2019 5:14 am
by apec
I see a very interesting and promising game here, well done!
I am curious about the role of the strategic resources, do they just increase the production points or else? Kind regards,

RE: Terrain and Resources

Posted: Sun Jun 30, 2019 6:03 am
by Simulacra53
You actually have a Polder hex, brings tears of happiness.

[X(]

RE: Terrain and Resources

Posted: Sun Jun 30, 2019 12:50 pm
by AlvaroSousa
ORIGINAL: apec

I see a very interesting and promising game here, well done!
I am curious about the role of the strategic resources, do they just increase the production points or else? Kind regards,

Strategic resources simply add 1% to their production. It is an objective to go for.

RE: Terrain and Resources

Posted: Sun Jun 30, 2019 3:20 pm
by apec
ORIGINAL: fuzzypup

ORIGINAL: apec

I see a very interesting and promising game here, well done!
I am curious about the role of the strategic resources, do they just increase the production points or else? Kind regards,

Strategic resources simply add 1% to their production. It is an objective to go for.

Thank you.[:)]

RE: Terrain and Resources

Posted: Sun Jun 30, 2019 7:27 pm
by CSO_Talorgan
Grand

Can the scale of the hexes be changed?

RE: Terrain and Resources

Posted: Mon Jul 01, 2019 12:28 am
by AlbertN
I'd add thick forest too tbh. Some zones are more foresty than others - if that can impact the game somehow.

RE: Terrain and Resources

Posted: Mon Jul 01, 2019 12:58 am
by AlvaroSousa
ORIGINAL: CSO_Talorgan

Grand

Can the scale of the hexes be changed?

Sure. You can make a whole new Europe and copy WIF using Armies as counters. 50m per hex

Or you can make a division level North Africa Campaign 10m per hex.

RE: Terrain and Resources

Posted: Mon Jul 01, 2019 9:33 am
by CSO_Talorgan
So, this is not just a game; it is a (hex) wargame construction kit?

RE: Terrain and Resources

Posted: Mon Jul 01, 2019 10:07 am
by 76mm
ORIGINAL: fuzzypup
Sure. You can make a whole new Europe and copy WIF using Armies as counters. 50m per hex

Or you can make a division level North Africa Campaign 10m per hex.
But can you change the stacking limit as well, or will it always be 1 unit hex?

RE: Terrain and Resources

Posted: Mon Jul 01, 2019 11:17 am
by AlvaroSousa
To answer both the questions above.

It is a WW2 moddable game. You can make your own scenarios, change units, and create custom maps and map images. It probably isn't as robust as a wargame construction kit.

You can't change units per hex. It is 1 land, 1 air, and a fleet per hex.

RE: Terrain and Resources

Posted: Mon Jul 01, 2019 7:13 pm
by CSO_Talorgan
ORIGINAL: fuzzypup

You can't change units per hex. It is 1 land, 1 air, and a fleet per hex.

Damn

RE: Terrain and Resources

Posted: Tue Jul 02, 2019 7:17 am
by Plainian
ORIGINAL: CSO_Talorgan
ORIGINAL: fuzzypup
You can't change units per hex. It is 1 land, 1 air, and a fleet per hex.
Damn

The attributes for air units are clearly different from ground units so I doubt if modding things can give you a limited ground stack effect. Plus air units cannot defend when stacked on their own.

I think we all have to accept that the game engine was designed for single ground unit stacking and is being tested and completed with this central piece of code.

Edit: I would have liked limited stacking as well by the way..

RE: Terrain and Resources

Posted: Tue Jul 02, 2019 7:26 am
by Plainian
Incidentally what is the significance of airfields? I assume that in a game of this scale air units can stack on just about any reasonable hex. (even swamp/marsh/polder?)

Are airfields constructed for strategic bombers?

Sorry fuzzypup if this has already been covered in one of your posts.

RE: Terrain and Resources

Posted: Tue Jul 02, 2019 8:38 pm
by pzgndr
ORIGINAL: fuzzypup
It probably isn't as robust as a wargame construction kit.
You can't change units per hex. It is 1 land, 1 air, and a fleet per hex.

I believe it can become more robust down the road. The same idea of combining several different naval groups into a single fleet unit should also work for combining several different land units (e.g., infantry corps, armor corps, etc.) into a single army unit. Or divisions into corps, depending on the scale of the mod. That would be a plus. Certainly something to consider for the next game engine later. [8D]

RE: Terrain and Resources

Posted: Wed Jul 03, 2019 1:08 am
by AlvaroSousa
ORIGINAL: Plainian

Incidentally what is the significance of airfields? I assume that in a game of this scale air units can stack on just about any reasonable hex. (even swamp/marsh/polder?)

Are airfields constructed for strategic bombers?

Sorry fuzzypup if this has already been covered in one of your posts.

Here they aren't really used. In the Pacific module I am sure they will be used.

RE: Terrain and Resources

Posted: Mon Jul 08, 2019 12:20 pm
by Redmarkus5
ORIGINAL: CSO_Talorgan

ORIGINAL: fuzzypup

You can't change units per hex. It is 1 land, 1 air, and a fleet per hex.

Damn

Wouldn't it be easier for game developers if they allowed the player to combine and breakdown units instead of having to cater for stacking? If I could CTRL+Click two or three adjacent divisions to create a single chit Corps I would be happy with that. If the Corps had stronger ZoC effects, so much the better.