Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Twisting Road/Rail

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> Twisting Road/Rail Page: [1]
Login
Message << Older Topic   Newer Topic >>
Twisting Road/Rail - 8/10/2011 3:04:27 PM   
Panama


Posts: 1362
Joined: 10/30/2009
Status: offline
You know how some roads wind and twist on their way through mountainous and hilly regions? So movement along those roads becomes very slow. How on earth would you model that? The game only looks at what is in a hex. So if there is a road with a shape like below it will simple cut across the base of the 'A' and not bother with following the actual road. About the same situation as roads paralelling rivers. It just looks at what's in the hex, not where it goes. Which, btw, is extremely more common than I ever imagined.






Attachment (1)

< Message edited by Panama -- 8/10/2011 3:06:39 PM >


_____________________________

Post #: 1
RE: Twisting Road/Rail - 8/10/2011 8:01:57 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Try not putting a road in those hexes and see how that works.

(in reply to Panama)
Post #: 2
RE: Twisting Road/Rail - 8/10/2011 8:49:34 PM   
samba_liten


Posts: 367
Joined: 8/31/2001
From: Currently in Kiev
Status: offline
Use more hexes to get that shape. Depends on the scale of the map you are making though.

_____________________________

السلام عليكم

(in reply to sPzAbt653)
Post #: 3
RE: Twisting Road/Rail - 8/10/2011 11:48:23 PM   
ColinWright

 

Posts: 2604
Joined: 10/13/2005
Status: offline
If you work out what the motorized movement rate is, you'll find that the program's expectations for your average speed aren't very optimistic to begin with.

For example, with daily turns and 5 km hexes, a rested motorized unit will be able to make 54 miles as the crow flies in a day through friendly country along a paved road with all the bridges intact.  That allows for a whole lot of twists and turns.


_____________________________

I am not Charlie Hebdo

(in reply to samba_liten)
Post #: 4
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> Twisting Road/Rail Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.329