Scale and buildings

PC : Battle Academy is a turn based tactical WWII game with almost limitless modding opportnuities.

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Dita0
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Scale and buildings

Post by Dita0 »

I assume that vehicles are modelled individually, but what about infantry? Are these platoon size? Are specialists such as engineers portrayed?

Also, does infantry enter buildings? Are there more than one storey buildings, that is, can then go up a storey for spotting purposes.

thanks
pipfromslitherine
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Post by pipfromslitherine »

There are specialist infantry units, yes. The shown squad sizes are quite small, but they are intended to represent more men, of course.

Infatnry can (and should!) enter buildings and other cover, but there is no representation of different heights when in buildings.

Cheers

Pip
Dita0
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Post by Dita0 »

Good to see you can enter the building, I had a terrible thought for a moment that they were just for effect. Shame about height in buildings. I visions of using a church tower for an artillery observation post.
IainMcNeil
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Post by IainMcNeil »

We don't do this but it could be done in a mod. Pretty much anything can be done in a mod!
pipfromslitherine
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Post by pipfromslitherine »

I'm not sure that's possible! Although I guess you could do something where you have a 'lookout' attribute on a unit, then have a command to set it, which allows them to see a lot further, but makes them more vulnerable to fire.

Hmmm - I guess you could do it after all!

Cheers

Pip
Dita0
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Post by Dita0 »

Hmm, sound interesting then the possiblity of the mods/editor.

Is there any chance of further information on the scenario creation/mod side of things. Is it something any user would be able to have a go at, or is some knowledge of a script language (or something similiar) required?
pipfromslitherine
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Post by pipfromslitherine »

To get the full power of the system you're going to need to do some scripting - although you can begin by just copying the game scripts and then tweaking them. It's a fairly simple scripting language. Unfortunately I've not quite finished writing the user documentation for it yet!

Cheers

Pip
Dita0
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Post by Dita0 »

I think I`ll be giving it a go. From the presentation style an from what I have seen so far I`ve got some ideas kicking around which I`d like to try.
amenofi64
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Post by amenofi64 »

Hi alls, i've preordered the game. A simple question: in the future are planned an expansion with soviet and japanese units?
Sleet
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Post by Sleet »

me thinks if the game does well (and from what I can see it really should!) there is quite a vast # of options for expansions, add-ons and more!
:)
pipfromslitherine
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Post by pipfromslitherine »

I've said it before, but I'm really excited to see what the community can do with the game - it's so simple to try stuff out and create missions.

Cheers

Pip
trey18
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Post by trey18 »

Are buildings and terrain destructable? Can bocage be breached?
jomni
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Post by jomni »

The graphics show that the buildings are desctuctable but I haven't noticed the cover factor degrading.
Should it degrade when a building / bunker turns into rubble?
Last edited by jomni on Tue Aug 10, 2010 3:00 am, edited 1 time in total.
pipfromslitherine
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Post by pipfromslitherine »

No - it's purely cosmetic currently, although you could feed the tile damage into cover if you so wished. Hmm - assuming there is a function to read back the tile damage, if there isn't I can add one trivially. I'll double check in the morning, can't recall.

Cheers

Pip
harley9699
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Post by harley9699 »

"Although I guess you could do something where you have a 'lookout' attribute on a unit, then have a command to set it, which allows them to see a lot further, but makes them more vulnerable to fire. "

That'd be way cool. Also would like to see the fog-of-war change with turning a vehicle: increase/decrease depending upon facing. Only thing I've noticed so far is that sight is increased when infantry dismounts.
Cyberstratege
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Post by Cyberstratege »

pipfromslitherine wrote:No - it's purely cosmetic currently, although you could feed the tile damage into cover if you so wished. Hmm - assuming there is a function to read back the tile damage, if there isn't I can add one trivially. I'll double check in the morning, can't recall.

Cheers

Pip
That would be great !
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