Other features KP ve TAO2 (Full Version)

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mcaryf -> Other features KP ve TAO2 (7/22/2003 10:57:39 PM)

I was impressed in another thread to be told that KP can handle air supply.

Here is another set of queries for you.

I am currently playing TAO2 with the "blue map" variant which is excellent to make rivers more visible - does KP have equivalent to this?

In TAO2 it seems to me that some of the rivers in the SE corner of the map have roads approaching the rivers from both sides but broken and the engineer unit does not seem to want to construct a bridge. These bridge points are not highlighted with a little circle. This begs two questions - is there an error on the "blue map" to show potential road links that cannot be connected? I have discovered that TAO2 cannot build bridges except at designated points but can KP have engineers build crossings at any point or is it too limited to re-building blown ones?

Mike




e_barkmann -> (7/23/2003 7:40:34 AM)

[QUOTE]I am currently playing TAO2 with the "blue map" variant which is excellent to make rivers more visible - does KP have equivalent to this?[/QUOTE]

An enterprising person could mod the existing TAO map in KP if they desired, but I find it much easier to distinguish between major and minor rivers with the new map supplied in KP.

[QUOTE]This begs two questions - is there an error on the "blue map" to show potential road links that cannot be connected? I have discovered that TAO2 cannot build bridges except at designated points but can KP have engineers build crossings at any point or is it too limited to re-building blown ones?[/QUOTE]

the map presented in the game window is a graphic overlay to the existing map structure file and as such can't alter existing infrastucture. It may be that the designers did not insert a bridge at an appropriate point - perhaps if you can screenshot what you are referring to it could be looked at in more detail.

KP is similar to TAO2 in terms of bridges - the scenario designer places bridges during the building of the map. The bridge then has 2 states - blown or intact, and it's up to the designer as to what either side's AI does to those bridges, per each region of the map.

Cheers Chris




BrubakerII -> (7/23/2003 3:21:19 PM)

Well said Chris. How was the Flinder's by the way? You had good weather for it.

Mcaryf in addition to what Chris has said I would add the following.

The maps in KP are far 'prettier' than previously and visually they are much easier to visualise terrain elements than before. This is particulalry so in Korsun where the difference between major and minor rivers is quite obvious. The Ardennes map is less easier to decipher though easier than before (does that make sense?) The reason so I think is because it is predominantly mud.

On bridges - the editor actually allows you to decide if a bridge is to be blowable/repairable or not. This way a designer can dictate for whatever reason that a crossing remains intact (or destroyed). This could be used to accurately simulate a historical situation without allowing deviation for instance.

In my opinion the crossing/s you refer to in TAO2 are liekly in that category. ie designed not to allow movement across the river at that point. I miagine that is because in any simulated wargame things always get a little 'hazy' around the edges and often ahistorical situations can develop. I know myself in TAO2 I always wanted to invade Luxemburg with those 'spare' units :) I think the bridges are designed non-fixable to ensure that the player follows at least the basic historical deployements/movement.

Brubaker

PS: Lets make this the first map alteration in the editor and see what happens ;)




mcaryf -> Bridges and Reinforcing Hexes (7/23/2003 4:50:30 PM)

Hi
Thanks for the replies. The idea that these "bridges" are designed to be non-repairable seems fairly plausible. I am not sure that I am clever enough to send you screen prints but I can give you two hex references - 54/42 and 52/44. Both of these visually look as if there should be a crossing ie roads terminate at the river but they are not highlighted and engineers do not get a repair option.

Another different query since one of you mentioned Luxembourg - I have sent German troops to occupy that city (it is about turn 11) and I get warnings of the imminent arrival of Allied troops next to the city but they do not seem to materialise. What is the situation where an enemy is in occupation of or near to a reinforcement hex? It looks as if the arrival is aborted but do the troops just turn up elsewhere?

Mike




Gregor_SSG -> Re: Bridges and Reinforcing Hexes (7/23/2003 7:26:17 PM)

If a reinforcement hex is enemy controlled, then the arriving troops just shift to the next available reinforcement hex.

Gregor




e_barkmann -> (7/23/2003 8:09:05 PM)

[QUOTE] I am not sure that I am clever enough to send you screen prints but I can give you two hex references - 54/42 and 52/44. Both of these visually look as if there should be a crossing ie roads terminate at the river but they are not highlighted and engineers do not get a repair option.[/QUOTE]

54/42 has a bridge connecting to the 54/43 hex side, so useful if the German player wants to move units south.

52/44 does not have a bridge at all. Not sure of the intentions of the designers here, but it is the same in the TAO map of KP, FYI.


[QUOTE] How was the Flinder's by the way? You had good weather for it.[/QUOTE]

Excellent, Brubaker, excellent! Glad we're not up there this week though, they might be getting snow on the peaks!

[URL=http://merchant.on.net/images/bararranna.jpg]Bararranna Gorge, Arkaroola, Gammon Ranges, South Australia[/URL]

Regards, Chris




mcaryf -> Victory Hexes (7/23/2003 8:15:49 PM)

Hi Gregor etc

Thank you for the rapid responses to my various queries prompted by trying TAO2.

One facility, I would have liked in TAO2 and therefore I guess in KP, is a simple way of downloading VP locations and VP points into a spreadsheet. This would facilitate "what if" planning to identify the various benefits and risks of specific strategies.

As it is the mix of plus points for my team versus a different set of plus points for the opposing team varying over time makes it rather difficult to form an intuitive view of which strategy offers the best potential. I would like to construct some "what if" calculations to set myself some optimum goals eg if, as the Germans, I advance on an axis that enables me to take Laroche and move on to Hotton is this a better option than taking Trois Ponts and Spa? I found a file that had all the VP names in it but it did not extract easily into Excel and I have not got round to producing my own Excel version from this data yet.

I have to say that I have not tried to download the editor facility yet and it is quite possible that my wish might be fixed there.

One last thought, I enjoyed, as the Germans, taking Luxembourg, as I had a mental image of Bradley, Ralph Ingersoll etc all having to scurry off to some more secure venue. Do you consider some historic HQ locations (Luxembourg, Spa etc) should be key areas for potential suppression of reinforcements - I guess that Hodges was not helped in getting a grip of the battle when he had to rapidly vacate Spa and similarly for Middleton from Bastogne.

Regards

mike




mcaryf -> Bridges (7/23/2003 8:28:45 PM)

Hi Chris

Thanks for your answer :

"54/42 has a bridge connecting to the 54/43 hex side, so useful if the German player wants to move units south."

I was aware of this bridge but from the graphic image it looks as if 54/42 should also link to 53/43. I guess having two bridge links from one hex is okay as that is the purpose of the click on link hex dialogue.

Mike




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