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Im curious about visibility,c&c and forrest thicknes.

 
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Im curious about visibility,c&c and forrest thicknes. - 11/19/2001 9:31:00 AM   
GI Seve


Posts: 101
Joined: 6/27/2000
From: Oulu, Finland
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Well as topic tells I would like to know on what kind of visibility setting you people play? I myself prefer visibilities less than 29 because it's 29 hex visibility that makes visibility to become quite anoying in terms of surprising enemy.As at vis 29 or greater all units start to see throught two wood hexes and bushes making effective surprise to enemy rear hard as hell and spotting of enemy units over two kilometer distance too easy.On this visibility reconaisance scout units become totally unnecesary as all units(my experience) can see everything that moves in their visibility range(I don't have any extra recon settings and limited intel is on). Funniest it gets as some of my units spot enemy infantry wich is moving 1 hex/turn in dense forrest area some 30+ hexes away. Perhaps this would be correct if forrest would allways be really light. But as my knowledge in Europe forrests are so thick that you have hard time spotting cautiously moving infantry even on range on 50 meters(1 hex) or for example. On jungles of ww2 asian war areas density of forrest was even bigger than in Europe but same visibility aplies there too. So there is my excuse for always restarting any combat if visibility gets to 29+ I feel oblidged also to mention that Im not real hardcorist as I have only once played with c&c on thus making my troop movement unrealistic compared to real war when playing against human or AI. Only reason for this is that I just never trained to use c&c and none of my hotseat/pbem friends havent either played with it on. So I also want to know how many ppl use this c&c feature?

I must ask if there would be created new forrest types if not to SPWAW but atleast to CL? For example light density woods(capable of seing throught 3-4 hexes of forrest)perhaps forrests wich have burned quite recently(1-3 yrs) for some reason or being hewn(chop big forrest areas?) down, medium density forrest being cut some 10 - 40 yrs ago or bad soil leaving open area under leafs having visibility of 2.And mostly apearing thick forrest with visibility of 1 hex to all directions if in forrest.By thick forrest I mean those woodlands left untouch for long times(if you don't what I mean please come visit Finland and I'll show you what I mean . P.S. If there are typos on that text don't blame me. Im too darn tired to check the spelling and about to go to sleep.

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- 11/19/2001 6:25:00 PM   
Warrior


Posts: 1808
Joined: 11/2/2000
From: West Palm Beach, FL USA
Status: offline
Visibility is up to the designer. I think Wild Bill suggests 20 - 25 as an average. I rather like even more limited visibility. A fight I'm working on now is 6 in a blizzard. As for the woods, they're a frustration I don't think can be changed in SPWaW. I never use C&C, never have. All my troops are smart guys who don't need their hands held move by move.

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(in reply to GI Seve)
Post #: 2
- 11/25/2001 4:12:00 AM   
RockinHarry


Posts: 2963
Joined: 1/18/2001
From: Germany
Status: offline
quote:

Originally posted by GI Seve:
I must ask if there would be created new forrest types if not to SPWAW but atleast to CL? For example light density woods(capable of seing throught 3-4 hexes of forrest)perhaps forrests wich have burned quite recently(1-3 yrs) for some reason or being hewn(chop big forrest areas?) down, medium density forrest being cut some 10 - 40 yrs ago or bad soil leaving open area under leafs having visibility of 2.And mostly apearing thick forrest with visibility of 1 hex to all directions if in forrest.By thick forrest I mean those woodlands left untouch for long times(if you don't what I mean please come visit Finland and I'll show you what I mean . P.S. If there are typos on that text don't blame me. Im too darn tired to check the spelling and about to go to sleep.
Actually you can create some (fake) custom forrest types in SPWAW with Fred Chlandas Map Editor. Same with Ectizens SDQ (Scenario Designer Quickies), that allows to tinker with the "density" of the common wood hexes in SPWAW.
The principle is to adjust the S8/Byte8 to other values than default. (more in my FredsMapEdit document below) Also layering other terrain types with forests provide more or less difficult going through these "custom" woods. (example: Forest tile + Rough attribute OR Forest tile with Bocage attribute BUT NOT Forest attribute!!) Some "Reichswald" (Veritable) or "Huertgenwald" battle coming soon ... with really thickkkkkk forests and shelled wooded areas that look different. __________
Harry

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(in reply to GI Seve)
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