Twisting Road/Rail (Full Version)

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Panama -> Twisting Road/Rail (8/10/2011 3:04:27 PM)

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.



[image]local://upfiles/33191/D062123028834D1C933C62EDA3073C51.jpg[/image]




sPzAbt653 -> RE: Twisting Road/Rail (8/10/2011 8:01:57 PM)

Try not putting a road in those hexes and see how that works.




samba_liten -> RE: Twisting Road/Rail (8/10/2011 8:49:34 PM)

Use more hexes to get that shape. Depends on the scale of the map you are making though.




ColinWright -> RE: Twisting Road/Rail (8/10/2011 11:48:23 PM)

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.




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