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Terrain and Resources - 5/13/2019 9:18:32 PM   
Alvaro Sousa


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These are map features that lay on top of the land and ocean tiles.




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RE: Terrain and Resources - 6/29/2019 7:19:13 PM   
CSO_Talorgan


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Is it possible to make new maps?

(in reply to Alvaro Sousa)
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RE: Terrain and Resources - 6/29/2019 10:14:26 PM   
Fred98


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You can paint the hexes any colour you wish.

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RE: Terrain and Resources - 6/30/2019 12:42:33 AM   
Alvaro Sousa


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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.

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Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
- Map Image Importer

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RE: Terrain and Resources - 6/30/2019 8:14:29 AM   
apec

 

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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,

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RE: Terrain and Resources - 6/30/2019 9:03:55 AM   
Simulacra53

 

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You actually have a Polder hex, brings tears of happiness.


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RE: Terrain and Resources - 6/30/2019 3:50:03 PM   
Alvaro Sousa


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quote:

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.

_____________________________

Games worked on

Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
- Map Image Importer

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RE: Terrain and Resources - 6/30/2019 6:20:36 PM   
apec

 

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quote:

ORIGINAL: fuzzypup


quote:

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.

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RE: Terrain and Resources - 6/30/2019 10:27:47 PM   
CSO_Talorgan


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Grand

Can the scale of the hexes be changed?

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RE: Terrain and Resources - 7/1/2019 3:28:13 AM   
Cohen_slith

 

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I'd add thick forest too tbh. Some zones are more foresty than others - if that can impact the game somehow.

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RE: Terrain and Resources - 7/1/2019 3:58:32 AM   
Alvaro Sousa


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quote:

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.

_____________________________

Games worked on

Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
- Map Image Importer

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RE: Terrain and Resources - 7/1/2019 12:33:32 PM   
CSO_Talorgan


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So, this is not just a game; it is a (hex) wargame construction kit?

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RE: Terrain and Resources - 7/1/2019 1:07:13 PM   
76mm


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quote:

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?

(in reply to Alvaro Sousa)
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RE: Terrain and Resources - 7/1/2019 2:17:37 PM   
Alvaro Sousa


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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.

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Games worked on

Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
- Map Image Importer

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RE: Terrain and Resources - 7/1/2019 10:13:00 PM   
CSO_Talorgan


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quote:

ORIGINAL: fuzzypup

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


Damn

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RE: Terrain and Resources - 7/2/2019 10:17:30 AM   
Plainian

 

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quote:

ORIGINAL: CSO_Talorgan
quote:

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..


< Message edited by Plainian -- 7/2/2019 10:30:40 AM >

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RE: Terrain and Resources - 7/2/2019 10:26:37 AM   
Plainian

 

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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.

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RE: Terrain and Resources - 7/2/2019 11:38:32 PM   
pzgndr

 

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quote:

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.

(in reply to Alvaro Sousa)
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RE: Terrain and Resources - 7/3/2019 4:08:00 AM   
Alvaro Sousa


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quote:

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.

_____________________________

Games worked on

Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
- Map Image Importer

(in reply to Plainian)
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RE: Terrain and Resources - 7/8/2019 3:20:15 PM   
Redmarkus5


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quote:

ORIGINAL: CSO_Talorgan


quote:

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.

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RE: Terrain and Resources - 7/10/2019 5:34:38 AM   
Simulacra53

 

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quote:

ORIGINAL: Redmarkus5


quote:

ORIGINAL: CSO_Talorgan


quote:

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.


Stacking and combining are functionally the same, but use a different technique to concentrate forces.
Stacked units are easy to recognize and unstack.
Combined units need extra organization, but if flexible and easy to use it is barely any different..
You could argue that stacking is a board game legacy, combining uses the flexibility of computers..


(in reply to Redmarkus5)
Post #: 21
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