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can you answer this?

Posted: Wed Mar 31, 2004 4:18 pm
by young turk
1. if my unit's footprint spreads over, say, 3 types of terrain simultaneously, how are the terrain effects determined for combat and movement? for instance, the defend icon of my big fat division base is situated in the woods, but seventy percent of the footprint is in the polder. what effect?

2. do the base units have any special effect (i.e., rates of resupply)?

thanks

RE: can you answer this?

Posted: Wed Mar 31, 2004 5:18 pm
by KNac007
Base units represent mostly staff of various units (for example the div base has in it's files the staff for the AT and Eng bn) and some support units. They don't affect supply in the current game (and i don't know if they will have any special role in the future supply model).

About question 1, I'm wondering, someone on the beta team or developer will answer this. But, I think 8that's just using logic :D nothing sure) that the most covering and secure terrain against direct fire it's used. For example if your div base its half in a wood and half in the open, it will use wood modifier.

RE: can you answer this?

Posted: Wed Mar 31, 2004 5:33 pm
by Mr.Frag
I believe the Base Units actually have a penalty factor, not a bonus ... they get "shocked" when being attacked ... not sure of the actual implications, but it sounds like bonus damage being done.

Your other question: I would certainly hope the terrain type of what the unit part happens to be on is that to which the bonus/penalty is applied, if not it would seem they went through a lot of effort to have detailed maps ...

RE: can you answer this?

Posted: Wed Mar 31, 2004 5:50 pm
by MarkShot
It's an excellent question about which I have wondered, but never posed it.

RE: can you answer this?

Posted: Wed Mar 31, 2004 11:25 pm
by Arjuna
Re the footprint question. The algorythm is rather complex but in general the area of the footprint is determined, then the different terrain types under that area are determined, along with the portion of that area they cover and the hit effect that applies for that portion. Then a weighted average is determined based on the pro rata portions. Eg. If a unit occupied a 1km x 1km area and this was composed of woods ( 30% @ .5 ), village ( 20% @ .4 ) and clear ( 50% at 1.0 ) then we would end up with an ave hit effect of 0.73. Now there's some special allowances for built up areas but I'm not going into that now.

Re Base Units - these do represent the rear area services and log staff. No in HTTR they do not actually provide a role in supply. They are more likely to run away than most other units, barring perhaps some of the poor quality German troops. [;)] However, in the new Resupply code I am working on, they will play a vital role in the resupply system. This will see the light of day in BFTB.

RE: can you answer this?

Posted: Thu Apr 01, 2004 2:51 pm
by young turk
thanks arjuna. excellent answers. i will stop setting up in little scraps of villages so often.

does anyone know the answer to this: using the line of sight tool, 25 percent of my unit's footprint can see 80 percent of the enemy unit's footprint. what effect? 25 percent firepower? 100 percent firepower? 0%? 20%?

also, i think the answer is yes, but if i add or subtract units to the attack once the commanding unit has reached the FUP and begun processing his orders, it will take forever to jump off, because the subordinate units are emplaced, and then the orders are reprocessed, and everybody gets reemplaced. correct?

RE: can you answer this?

Posted: Thu Apr 01, 2004 3:17 pm
by MarkShot
My thoughts:

(1) I try very hard to compose my forces and then not alter them until they have successfully completed their assigned task. This is especially true with attacks (adding {effectively this is a brand new order} and reattaching {can force an AI replan} and removing units {can force an AI replan}). If it turns out that I have another force become available while trying to seize an objective, rather than adding it to another force which is already tasked to attack, I will leave the original orders stand and have the second force attack from another promising axis.

Any modification to an attack in progress can result in a total screw up of coordination. You may say that the attack has yet to finish FUPing and engage the enemy. However, with order delays, you cannot be sure that 50% of the force won't be assualting while the other 50% is in transition mode. Also, even if it works out (adding), you may assume that this could add anywhere from 1.5 - 4 hours delay to the attack. One may assume that an attack's success is based on striking quickly and exploiting an opportunity, added delays can close your window of opportunity. Finally, there are issues of day light and night fall to take into consideration. And don't forget ... what if the enemy perceived your intention, then you have just given him enough time assemble a hasty defense.

(2) Regarding trying to work out the coefficients of cover and fire power used in mixed terrain footprint environments ... I have no idea how the calculations are done. Despite that I win more than I loose. I understand that an analytical mind and understanding game mechanics are very useful to sharpening one's play skills. However, I think that HTTR can very effectively be played as a game which emphasizes the broad strokes of strategy as compared to the minutia of its underlying algorithms. So, I spend most of my time during the game asking questions like: How is the enemy likely to arrive? Where can I set up an effective road block? How long do I have to delay him to get dug in? Where should the screen go? Where should be my main line or resistance? How much arty should I hold in reserve versus exploiting the fact that I caught him unprepared right now? Is it better to commit armor for a night time flanking attack while his attack has faltered or is it better to wait until first light and get better use of the standoff capability of my armor?

RE: can you answer this?

Posted: Fri Apr 02, 2004 1:13 am
by Arjuna
ORIGINAL: young turk

thanks arjuna. excellent answers. i will stop setting up in little scraps of villages so often.

Well hold on a bit. I did mention above that there were special case code for urban areas. When a unit occuppies an urban area its footpront is reduced ( by about 50% ). So as a general rule it's portion of the occupied area is doubled. Usually a single company can occupy one of the smaller villages and gain the terrain effects of the village. However, a Bn of units will invariable spill out onto the adjacent countryside.
does anyone know the answer to this: using the line of sight tool, 25 percent of my unit's footprint can see 80 percent of the enemy unit's footprint. what effect? 25 percent firepower? 100 percent firepower? 0%? 20%?

When firing is conducted, three LOS checks are done - one from the forward edge of the firing unit to the forward edge of the target unit, one from the middle of the firer to the middle of the target and another from rear to rear. Then depending on the formation each is in we determine the percentage of firing weapons and the percentage of targets. From what you desribed above it seems that only the forward edge to forward edge would be valid and hence you would probably have around 25% of your firing weapons eligible to fire. However, this is then modified by the eligible percentage for the firing unit's formation and facing - see page 115 of the manual for details. Eg if the firing unit was in Vee formation and facing forward to the enemy you would get 25% x 75% = 18.75%. In terms of the enemy targets, again it would depend on their formation and facing. Eg if they were heading direectly towards your firing unit in Arrowhead then total targets would be 25% x 50% = 12.5%.

also, i think the answer is yes, but if i add or subtract units to the attack once the commanding unit has reached the FUP and begun processing his orders, it will take forever to jump off, because the subordinate units are emplaced, and then the orders are reprocessed, and everybody gets reemplaced. correct?

If you add a unit to or subtract a unit from an Attack tasks force group then you will force a replan and undergo further orders delay. Think ahead. If you want to be able to have a reserve to commit directly then do not include it in the Attack. Eg. you want to order a Bde attack but want to havea Company reserve that you can use to react to developments. So select the Coy you want to hold back and give it a Defend order. Then select your Bde HQ and order the attack.

RE: can you answer this?

Posted: Fri Apr 02, 2004 1:15 am
by Arjuna
I think that HTTR can very effectively be played as a game which emphasizes the broad strokes of strategy as compared to the minutia of its underlying algorithms.

Here, here. Excellent advise Mark.

RE: can you answer this?

Posted: Fri Apr 02, 2004 4:32 pm
by MarkShot
Now, just to confuse you, Dave, as to my real position on how to play the game ... :)

As of late, I have been kind of curious about how differential LOS works in the game between opposing units:

(1) What impact does deployment status have?

(2) What impact does unit size and/or type have? Will units with long range direct fire weapons manifest better sighting capabilities? Will units with heavier weapons or AFVs be more easily spotted?

(3) What impact does the terrain in which the two units in question reside have on LOS?

(4) Does ROF have any impact? Higher ROF means more flashes, smoke, dust, tracers, and sound?

(5) Does AGGRO have any impact? Will AGGRO=MIN diminish the chance of one unit firing on another when the potential target is not posing a great threat?

Thanks.

RE: can you answer this?

Posted: Sun Apr 04, 2004 12:33 am
by MarkShot
Dave,

After the Paul's birthday weekend, don't forget my questions. Thanks.

RE: can you answer this?

Posted: Mon Apr 05, 2004 4:53 pm
by young turk
he he. don't pile on[:)]

i really like the game, and i like knowing how things work in general.

for instance, i am also interested in how the effectiveness of fire is reduced over distance [:)]

RE: can you answer this?

Posted: Mon Apr 05, 2004 11:10 pm
by Golf33
All weapons suffer reduced accuracy over distance. Kinetic anti-armour weapons also suffer a loss of penetration over distance.

Regards
33

RE: can you answer this?

Posted: Tue Apr 06, 2004 12:21 am
by MarkShot
Now, what about my questions on differential sighting? :)

Thanks.

RE: can you answer this?

Posted: Tue Apr 06, 2004 1:23 am
by Golf33
Hmmm.

Visibility is determined by terrain type, time of day, equipment, and activity.

Personnel, vehicles, and guns have different visibility, and whether a unit is deployed, moving, or firing also has an effect. I'm not sure if being dug-in or better applies a further modifier or not, Dave would have to answer that. Likewise I don't know if ROF has any effect, Dave could tell you that as well.

You can get a very good idea of the terrain effects by reading the manual, specifially the appendix on Terrain Effects. You can get an exact idea of the terrain effects by opening one of the maps in the MapMaker and checking the Layer Properties for each layer.

Aggro has an effect on likelihood of firing for all tasks except the Assault, which is part of the Attack task. Units conducting an Assault are always set to Max Aggro.

Regards
33

RE: can you answer this?

Posted: Tue Apr 06, 2004 7:19 am
by Arjuna
Yeh Dave could but I'd need to recheck the code to confirm one way or the other. Right now I'm up to my eyeballs in getting another build out. So I'll have to get back to you on this later.