placing units higher in a building

Open beta forum

Moderators: Slitherine Core, BA Moderators

Post Reply
collegeprof86
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 65
Joined: Thu Jul 01, 2010 6:56 pm
Location: Alaska - the final frontier

placing units higher in a building

Post by collegeprof86 »

is there a way to place a unit on the 2nd or higher levels of a building? For instance, in the D-day campaign, there the wonderful steeple... that would be a great tactical location for a scout, sniper, mg, or some troops squad members...... the LOS would be so far, would be a great way to direct motors and off map artillery, or snipe at others far away, or just reconn and scout out the enemy positions

any ideas of comments on this?

ALSO

also have a q about the flamethrowing units - like the crocodile and the little bren carrier with a flamethrower..... i notice the attack values have been averaging around 39 at a range of 1 against armored tanks like a king tiger, and rarely if ever does any damage.... wouldnt the nature of the napalm like stuff get into the air intakes and explode the engine and gas, or kill the crew?

is it realitistic a sherman can be 1 to 2 hexes away from a perfect rear shot on a king tiger, and not penetrate for several rounds?

some at guns and tankss have the option to aim a shot.... can you briefly explain the pluses and minuses of such a thing? What are the benefits, and the drawbacks?

ph, i love the bomber patterns ... the B-17 pattern is great! I have been experimenting with evey type of bomber, and you folks did a great job on modeling these... !


:D :D :D
making the world a better place through UNICEF and AIEF and CIN....
IainMcNeil
Site Admin
Site Admin
Posts: 13558
Joined: Fri Apr 01, 2005 10:19 am

Post by IainMcNeil »

The 2nd level building is a nice idea. It could be done but we don't have time to do it right now so it goes on the wish list.

Flamethrowers can hurt tanks but they would be artificially overrated if we gave them a significant chance of killing a King Tiger. In reality the King Tiger would get off enough shots to make it very unlikely the Flamer would get near so we had to balance this by reducing the flame effects.

Shermans can definitely penetrate the King Tiger armour at short range but its not guaranteed. That is war!

Aimed shot is an Elite unit bonus skill. It is much more accurate but can only be used once per turn.
collegeprof86
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 65
Joined: Thu Jul 01, 2010 6:56 pm
Location: Alaska - the final frontier

interesting set piece battle

Post by collegeprof86 »

hi and thanks for your reply ! I agree a flamethrower tank would likely not get close enough to a tiger or king tiger before being blown up, but, even against suppressed and retreating units, still seemed like no real damage

I'd love to see an add on someday, with the idea of the 2nd floor
oh, how about a better zoom out feature too

i have noticed that i have difficulty with the non full screen windowed views, where the frame is say only 2/3rd the size of my display, where it becomes very difficult to scroll the display left=right and up-down..... so that when zoomed in close, the mouse wont actually let me scroll to the right to view the tank a few tiles away......maybe thats just a "user" error on my part - not knowing how to move the mouse right! lol !

On a side note, i did create with map editor, my own scenario, with a very heavy axis armor slant

then
ran the thing with me being the allies
i used a kangaroo as a spotter, hunting forward to see a enemy tank, then scooting back out of range, then ordering a comb of off map sources to srike

using only air power, and artillery, i spent over 45 minutes to kill 3 tigers, a pz-iv, and a king tiger , with only p-47, blenheim bombers, and 5.5 artillery....
those tanks were able to withstand a lot of attacks, almost an entire hours worth.... in fact, i would even wait the 4 turns so that i could do a 3 way simultaenous attack, and still things would keep on going! seems like soft skinned vehicles take easy damage, but the heavier tanks are impervious to 5.5 artillery... by the way, love the naval artillery, and its depiction


q
do damaged units reheal over time?
how can or does a unit show it has become immobilized? Can a hit on the side of a tank, damage the wheels or tracks, so the unit can no longer move or turn? Does this system do this?

thanks, still loving the game... spending most of my time concentrating on the editor and its functions
making the world a better place through UNICEF and AIEF and CIN....
collegeprof86
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 65
Joined: Thu Jul 01, 2010 6:56 pm
Location: Alaska - the final frontier

Post by collegeprof86 »

oh, on a side note, anyone remember the old board game "tobruk" ? That game had a bunch of charts and tables for hits, misses, penetrates, lower hull upper hull, turret, deflection, crew, immobolize, and so on....any thought about that sort of system for calcing damage to units, such as immobilizing a unit? once a tank cant move, its a sittign duck for infantry or units than can maneuver!
making the world a better place through UNICEF and AIEF and CIN....
pipfromslitherine
Site Admin
Site Admin
Posts: 9886
Joined: Wed Mar 23, 2005 10:35 pm

Post by pipfromslitherine »

There is no concept really of damage, unless you mean men killed in inf units? They don't regen over time, although there are sometimes resupply bonuses you can use to restock a unit.

Windowed mode will make using the mouse to scroll pretty tricky, so we tend to use the WASD keys to do it.

Zooming out much more than we currently do causes issues with being able to see off the edge of the map unfortunately.

Cheers

Pip
Obsolete
Lieutenant Colonel - Panther D
Lieutenant Colonel - Panther D
Posts: 1203
Joined: Thu May 06, 2010 5:25 pm

Post by Obsolete »

Moral could be part of healing on a psychological level. However, I still don't know the algorithm for how it regenerates. I don't think it is in any of the scripts.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
pipfromslitherine
Site Admin
Site Admin
Posts: 9886
Joined: Wed Mar 23, 2005 10:35 pm

Post by pipfromslitherine »

It is all scripted - IIRC it happens in the start turn function for each unit.

The docs will have a walkthrough of how to set up a safe version for people to play with all the existing scripts.

Cheers

Pip
pomakli
Captain - Bf 110D
Captain - Bf 110D
Posts: 893
Joined: Thu Dec 03, 2009 12:40 pm
Location: Munich/Germany

Post by pomakli »

Obsolete wrote: I don't think it is in any of the scripts.
İt is possible to change the effect (value) of the assaults on the morale of the units in the scripts!

So the battles could be longer or shorter!

:wink:
Post Reply

Return to “Battle Academy : Open Beta”