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Relief - 11/9/2019 1:45:03 AM   
lancer

 

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Joined: 10/18/2005
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Hi,

How does relief (terrain info pop-up) work? I figure from the manual that it's a measure of the 'slope' of the land. Maybe?

Does a low value increase a vehicles chance of being in hull down or is it a high value?

Are there any waypoint commands that might assist a vehicle in going hull down other than 'defend'?

Cheers,
Lancer
Post #: 1
RE: Relief - 11/9/2019 3:27:54 AM   
exsonic01

 

Posts: 1131
Joined: 7/26/2016
From: Somewhere deep in appalachian valley in PA
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As far as I know relief is more close to "roughness" of the tile. Higher the relief, better chance to enter defilade position or hull down with green arc.

I'm not sure how defend command is coded, but in manual:
quote:


The unit will try to acquire a line of sight to the location, while maintaining the best possible cover and concealment and minimizing movement from the current position

I guess defend command might prior cover and concealment value over relief value. So, for defilade, it might be better to look for higher relief tile. But who knows? Maybe manual didn't show all and relief might be considered as well. Usually, I play with round mode instead of realtime mode, so it is not easy to check tile values in game, so I usually just use defend order.

(in reply to lancer)
Post #: 2
RE: Relief - 11/9/2019 9:13:10 PM   
lancer

 

Posts: 2963
Joined: 10/18/2005
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Hi exsonic,

I'm not sure about that.

If I look at a German map I see a relief value of 25 for forest, and 10 for fields but 40 for highways crossing flat terrain.

On the Fort Irwin map it's 25 for just about everything except dirt roads which are 20.

If it's representing 'roughness' why do highways have the highest value and how are you going to get defilade on open tarmac?

Cheers,
Lancer

(in reply to exsonic01)
Post #: 3
RE: Relief - 11/9/2019 9:31:23 PM   
exsonic01

 

Posts: 1131
Joined: 7/26/2016
From: Somewhere deep in appalachian valley in PA
Status: offline
Really? From my game, forest seems 50~60, field is 10, and road is 0... But I'm not sure about how relief is estimated. Maybe there could be other factors, such as angle of steepness...

(in reply to lancer)
Post #: 4
RE: Relief - 11/9/2019 11:20:46 PM   
lancer

 

Posts: 2963
Joined: 10/18/2005
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Hi exsonic,

Perhaps it varies a lot but here's what I'm looking at (game patched to the latest version).






Attachment (1)

(in reply to exsonic01)
Post #: 5
RE: Relief - 11/9/2019 11:51:11 PM   
exsonic01

 

Posts: 1131
Joined: 7/26/2016
From: Somewhere deep in appalachian valley in PA
Status: offline
Yeah, I'm not sure what defines relief value and manual is not clear about it. Maybe relief get some bonus with steepness of tile, or maybe some RNG-related mechanism is installed...

(in reply to lancer)
Post #: 6
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