Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Multi-level buildings

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Tigers on the Hunt >> Multi-level buildings Page: [1]
Login
Message << Older Topic   Newer Topic >>
Multi-level buildings - 4/11/2016 1:40:56 PM   
jmlima

 

Posts: 782
Joined: 3/1/2007
Status: offline
Its not clear from any screenshots, and the videos make me think the answer is no but, has this got multi-level buildings?

I assume turret in AFV's do not exist?
Post #: 1
RE: Multi-level buildings - 4/11/2016 1:48:50 PM   
UP844


Posts: 1662
Joined: 3/3/2016
From: Genoa, Republic of Genoa (occupied by Italy)
Status: offline
Multi-level buildings do not exist (so far: I'd also love to have them, but I think implementing them would mean opening a big can of worms).

There is no separate turret counter: turret position is indicated by the small orange triangle on the counter (it is not displayed if TCA is equal to VCA)

(in reply to jmlima)
Post #: 2
RE: Multi-level buildings - 4/11/2016 1:59:26 PM   
jmlima

 

Posts: 782
Joined: 3/1/2007
Status: offline
Interesting re turrets. Does the game really model them separately (ie, is there a penalty for firing out of your TCA), or is it merely cosmetic?

A shame about buildings. Deal breaker for me.


(in reply to UP844)
Post #: 3
RE: Multi-level buildings - 4/11/2016 2:24:51 PM   
UP844


Posts: 1662
Joined: 3/3/2016
From: Genoa, Republic of Genoa (occupied by Italy)
Status: offline
Only Peter can tell, but from my game experience I think the penalty is present, since my tanks almost never hit after changing TCA .

(in reply to jmlima)
Post #: 4
RE: Multi-level buildings - 4/11/2016 2:50:52 PM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline

quote:

ORIGINAL: jmlima

Interesting re turrets. Does the game really model them separately (ie, is there a penalty for firing out of your TCA), or is it merely cosmetic?

A shame about buildings. Deal breaker for me.




Yes, turrets are modelled separately

(in reply to jmlima)
Post #: 5
RE: Multi-level buildings - 4/11/2016 10:28:33 PM   
76mm


Posts: 4688
Joined: 5/2/2004
From: Washington, DC
Status: offline
quote:

ORIGINAL: jmlima
A shame about buildings. Deal breaker for me.


Indeed. Me too.

(in reply to jmlima)
Post #: 6
RE: Multi-level buildings - 4/12/2016 12:05:40 AM   
DamienThompson

 

Posts: 13
Joined: 4/8/2016
Status: offline
A solution to modelling the Los advantages to multi level buildings could be to modify the maps and place hills underneath the building. There would still be only a single location but I'm guessing it would give you the ability to see over lower level terrain.

(in reply to 76mm)
Post #: 7
RE: Multi-level buildings - 4/18/2016 7:22:10 AM   
DoubleDeuce


Posts: 1247
Joined: 6/23/2000
From: Crossville, TN
Status: offline
Alot of the features are modelled after ASLSK and not full ASL and iirc multi-level buildings are not in ASLSK (and SASL actually). I'd like to see them as well but at this point I do not believe they are anywhere near in the works for added in.

_____________________________


(in reply to DamienThompson)
Post #: 8
RE: Multi-level buildings - 4/20/2016 4:41:07 PM   
Achsah

 

Posts: 57
Joined: 8/17/2007
Status: offline

quote:

ORIGINAL: Double Deuce

Alot of the features are modelled after ASLSK and not full ASL and iirc multi-level buildings are not in ASLSK (and SASL actually). I'd like to see them as well but at this point I do not believe they are anywhere near in the works for added in.

sasl is everything full asl is including buildings.

< Message edited by Pasha -- 4/20/2016 4:42:49 PM >


_____________________________

everyday congress meets we lose a little more of our liberty

(in reply to DoubleDeuce)
Post #: 9
RE: Multi-level buildings - 4/20/2016 5:57:15 PM   
Gerry4321

 

Posts: 874
Joined: 3/24/2003
Status: offline
Yes, multi-level buildings are definitely in SASL.

(in reply to Achsah)
Post #: 10
RE: Multi-level buildings - 4/20/2016 6:02:17 PM   
DoubleDeuce


Posts: 1247
Joined: 6/23/2000
From: Crossville, TN
Status: offline
Sorry, poor use of grammar. I meant that TotH is based on some of ASLSK and SASL (the SASL stuff being the where the OoC, Advance, Hold and some other things come from) but not that SASL doesn't include multi-level buildings.

< Message edited by Double Deuce -- 4/20/2016 6:04:17 PM >


_____________________________


(in reply to Gerry4321)
Post #: 11
RE: Multi-level buildings - 4/20/2016 6:40:03 PM   
Achsah

 

Posts: 57
Joined: 8/17/2007
Status: offline
yeah it uses the command rules straight out of the rulebook with the added fog of war. ie no ? counters. I think the game can take both systems...out of los fog of war and suspect counters against ai desighned stuff and more traditional scn for ftf

< Message edited by Pasha -- 4/20/2016 6:44:02 PM >


_____________________________

everyday congress meets we lose a little more of our liberty

(in reply to DoubleDeuce)
Post #: 12
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Tigers on the Hunt >> Multi-level buildings Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.562