Uxbridge
Posts: 835
Joined: 2/8/2004 From: Uppsala, Sweden Status: offline
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quote:
ORIGINAL: Michael the Pole Normally, it is fairly unusual for me to disagree with Uxbridge, but I'm afraid that I must take exception to his comments advocating the creation of what I can only describe as imaginary terrain. As I have said in other posts on this board, this game is a historical simulation, or perhaps a historical simulator, not science fiction from the pen (or perhaps I should say, crayon,) of Harry Turtledove. You guys all seem to be having difficulty grasping the scale of this game. Just as an example, there are more than 40 passes just in the major parts of the Alps. It'd be a lot easier trying to define an area where there arent any roads then say, well, here's a pass. As the Germans proved in the Ardennes, if there is a road, there is a way. Anyone who has ever driven through the Eisenhower Tunnel under Loveland Pass on Interstate 70 (part of the American Interstate System which was designed and built for that very purpose) will realize that if you can drive a tank transporter up there (just short of 12,000 feet) a relatively trivial obstacle like the Alps doesn't present an insurmountable obstacle. Feel free to disagree with me, Michael, especially with an issue were I know I'm being a bit emotional. Since I didn't express any views about the Alps I won't comment on that, but what I meant with the bare landscape of the Eastern part of the USSR is not that one should add a lot of imaginary terrain, but that there could be some hexes with non-open features to better represent the fact that not all this land is open. As an example, suppose you have an area that was 80% dense wood and 20% pastures, this would come out as only woods in RtV. I would much rather see that there were some open hexes now and then, just to mark that woods is only predominant, not actually covering the entire area like a blanket. If we flip it the other way, say 10% woods and 90% open, I would have put a woods hex every one of 20 hexes or so (taking into account the Zoc-effect from the wooded hexes). I think this is more realistic, if that is what we want, than having an area almost as large as Western Europe totally bereft of woods. I don't dispute the fact that if you scale up the map and have to choose which is the most common terrain feature in each area represented by a hex, the result will very much come out as it is now. But what happens is that the scaling in itself suddenly removes all woods and makes this area totally barren. But let's not make an issue on this; its not very important. If I can find a way to change this in the files, I will do that, otherwise I just play as it is now. Most of the new changes is very welcome and will add a lot to the playing experience of RtV.
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