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Mined bridge hex - mod

 
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Mined bridge hex - mod - 9/29/2008 12:51:53 PM   
Dualnet

 

Posts: 20
Joined: 11/16/2005
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Jason,

Would it be possible to join together the "mine" code with the "bridge blowing" code to create a mined bridge hex. This would have a % chance of distroying the bridge when you move on to it. This would prove usefull in all sorts of scenarios but would be particularly useful for the market garden operation.

Regards
Post #: 1
RE: Mined bridge hex - mod - 9/29/2008 4:46:40 PM   
countblue


Posts: 160
Joined: 1/8/2008
From: Vienna,Austria
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If you think about blowing "full Hex" bridges I think thats not easy within the game engine.
AFAIK you can only blow "hexside" bridges and you need to give the direction from the point of the unit.
I think that makes it difficult to program the whole thing.

only my .02

Countblue



(in reply to Dualnet)
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RE: Mined bridge hex - mod - 9/30/2008 12:05:38 AM   
umbro

 

Posts: 54
Joined: 10/11/2005
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Dualnet:

I think that the idea behind the "engineer" unit was to perform the task that you describe. It is not realistic to assume that an engineer platoon drives up to a bridge and 6 minutes later it is a smoking heap of twisted girders at the bottom of the canal. Rather, the bridges are assumed to be pre-wired and the engineer platoon turns up to make final preparations (e.g. run the firing cable) before the bridge is blown.

Thus, as a designer to simulate what you want you would have an engineer section next to the bridge to execute the demolition. The chance of success is based on the SPs of the engineer unit and how many turns it has to accomplish the demolition.

For example, say I have a medium bridge of strength 6 across a canal and I know that the axis have three turns before the allies advance to the bridge. Further, let's say that I want there to be a 50/50 chance that the bridge will be blown before the advance reaches the bridge. The chance of a 1SP engineer destroying the bridge in one turn is 15%. Thus the chance of failing to blow the bridge after three attempts is 61%. For a 2SP engineer the chance of failure falls to 38%. To get exactly 50% you must set the engineer back from the bridge so that it only gets two attempts and make it a 2SP section.

Countblue:
To simulate the blowing of a bridge that spans a water hex simply add river hexsides and two more bridges of the appropriate type where the road runs. Thus, when one of the "outer" bridges across the river hexside of the full water hex is blown you have the effect that the full span is unusable.

umbro


(in reply to countblue)
Post #: 3
RE: Mined bridge hex - mod - 9/30/2008 2:29:08 AM   
junk2drive


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What Dualnet wants (I think) is a minefield that is on the bridge, that would not only destroy a unit in it, like a minefield does now, but also take out the bridge. Give or take a percent.

(in reply to umbro)
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RE: Mined bridge hex - mod - 9/30/2008 1:00:52 PM   
Dualnet

 

Posts: 20
Joined: 11/16/2005
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Yes Junk2Drive. I want to simulate the effect of a mined bridge that is triggered when a unit enters the bridge hex, I'm happy for this to be a hexside bridge just that the mine has a percentage chance of blowing the bridge as well as inflicting casualties. It would be removeable in the same way as a current mine hex. The only addition to the ordinary mine would be that it had the chance of blowing the bridge like an engineer can.

(in reply to junk2drive)
Post #: 5
RE: Mined bridge hex - mod - 9/30/2008 10:13:41 PM   
countblue


Posts: 160
Joined: 1/8/2008
From: Vienna,Austria
Status: offline

quote:

ORIGINAL: umbro

Countblue:
To simulate the blowing of a bridge that spans a water hex simply add river hexsides and two more bridges of the appropriate type where the road runs. Thus, when one of the "outer" bridges across the river hexside of the full water hex is blown you have the effect that the full span is unusable.

umbro



I knew that.

CB

(in reply to umbro)
Post #: 6
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