Rescue193 -> RE: Rebuilding bridges: a suggestion. (6/20/2020 1:21:49 PM)
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Back in the good old days, when I did reckless stuff for a living, there used to be a saying that went something like: "In the time it takes you to see and think "bridge", I'll assess its size, note the type of construction, count the number of spans and estimate the volume and type of traffic, the direction of travel... and then... fly into the damned thing!" I take your point about needing time and expertise to demolish a bridge, I always impose a 'house rule' on myself to only use engineers to do the job but I'm not sure how the game engine handles the task for the PO. It seems to blow bridges at random and without regard for the presence, or otherwise, of "its own friendly units". Of course, the fact that I can't see them may be due to the 'fog of war' coupled to the fact that the bridge in question gets blown as a unit crosses it and I don't notice it. And, quite honestly, my interest has never been piqued sufficiently to find out what does happen on such occasions. Quite some time a go (TOAW IIII vintage) I did enquire about the possibility of being able to put a "blow bridge" option in the Event Editor. The fantasy was that, a shell engineering unit could sit on a pre-wired bridge and, when opposition came within a given number of hexes, there'd be a given probability that the bridge could be blown. The beauty of it was - to my way of thinking - that it offered the possibility that the attacking side could rush the bridge and destroy, or drive off, the engineers before they could make a Big Bang. Once their work was (or wasn't) done the shell unit would simply be withdrawn. Well, I thought it was a neat idea but, sadly, it wasn't possible. I might argue the toss with you as to whether your mod should come before mine (although I suppose rank hath privilege) but I think it'd be one of those 'chicken and egg' debates. If the boffins can fix one I doubt it'd be too much trouble to fix the other at the same time eh? Rescue193
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