"Night Battle" Discussion

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naturesheva
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"Night Battle" Discussion

Post by naturesheva »

With the super powerful V1.20 ScenarioEditor, we can almost do anything!

Today I just had a quick test, and find it is very possible to create a totally new game environment -- Night Battle!

Here's a example for the possible Night Battle map & units.

Image

Also, we can shift the night/daytime mode in a single scenario, which I believe will be very interesting.

So, do you guys have some brilliant ideas about the special setting of terrains/ weather/ unit abilities in the "Night Mode"?

Thanks a lot!
ThvN
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Re: "Night Battle" Discussion

Post by ThvN »

Cool idea, and there are quite a few variables that can be tweaked, but I don't know if all this can be added in such a way that it 'switches' to a set of night terrain values? You can change the terrain features like the Initiative cap (would be low, even for open terrain), and units would have low spotting, airplanes would be useless. But I'm not sure you can add a night version of every type of terrain in terrain.pzdat, or for example tweak movement values (travelling is more difficult and slower at night) so that the original values are still available during the day?

Night fighting in PzC would be similar to fighting during very bad weather, when your airplanes can't attack, the spotting is reduced and there is an initiative cap. But if you make the weather bad every night to simulate this, you will change the moisture level of the terrain, making it muddy/snowy. If you can 'reset' that during the day turns than something like that might work, and be relatively easy. So that might be worth a look, it might save you a lot of work.
flakfernrohr
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Re: "Night Battle" Discussion

Post by flakfernrohr »

This is what my icons for the UHU and Night fighting Panther were designed to use. They "could have" advantages at night with their specialized equipment by tweaking some codes allowing them to "see" better at night.
Attachments
Panther II Nachtjager Mask
Panther II Nachtjager Mask
Panther_II-Nachtjager-L71_Mask.png (4.58 KiB) Viewed 5022 times
Panther II Nachtjager
Panther II Nachtjager
Panther_II-Nachtjager-L71.png (48.7 KiB) Viewed 5022 times
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
flakfernrohr
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Re: "Night Battle" Discussion

Post by flakfernrohr »

And the UHS in SWS variety..................
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SWS UHU Mask
SWS UHU Mask
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SWS UHU
SWS UHU
SWS_UHU.png (68.54 KiB) Viewed 5022 times
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
naturesheva
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Re: "Night Battle" Discussion

Post by naturesheva »

ThvN wrote:Cool idea, and there are quite a few variables that can be tweaked, but I don't know if all this can be added in such a way that it 'switches' to a set of night terrain values? You can change the terrain features like the Initiative cap (would be low, even for open terrain), and units would have low spotting, airplanes would be useless. But I'm not sure you can add a night version of every type of terrain in terrain.pzdat, or for example tweak movement values (travelling is more difficult and slower at night) so that the original values are still available during the day?

Night fighting in PzC would be similar to fighting during very bad weather, when your airplanes can't attack, the spotting is reduced and there is an initiative cap. But if you make the weather bad every night to simulate this, you will change the moisture level of the terrain, making it muddy/snowy. If you can 'reset' that during the day turns than something like that might work, and be relatively easy. So that might be worth a look, it might save you a lot of work.
Thanks for the suggestions!

Because in the "Night Mode", all the units will be switched to the "Night Mode" as well, which means any unit in day & night will be totally 2 different units. So we can easily adjust the unit's abilities in the "Night Mode" unit. For example, a tank may have Initiative at 10 in daytime, when in night, it will drop to 0. Also, the movement of the tank may change from 5 to 1, spot from 2 to 1.

For the weather, maybe we can set the weather in "Night Mode" always be standstorm/snow.
naturesheva
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Re: "Night Battle" Discussion

Post by naturesheva »

flakfernrohr wrote:This is what my icons for the UHU and Night fighting Panther were designed to use. They "could have" advantages at night with their specialized equipment by tweaking some codes allowing them to "see" better at night.
Very cool idea, I think it can be done with the new editor.
churchlakecity
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Re: "Night Battle" Discussion

Post by churchlakecity »

Night Missions are already planed for the LoV-Ultimate-Edition..... :D
bebro
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Re: "Night Battle" Discussion

Post by bebro »

Very interesting :)


Re ideas, I don't have a well thought-out plan in my head, but playing at night would certainly have a strong impact on sight stats, and maybe some toned down attack values too (night making it harder to hit for example in absence of modern night vision equipment).

There also could be units having better night stats (like radar equipped ships or night fighters for example). Or special forces that can infiltrate well at night etc. Lotsa possibilities :)
churchlakecity
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Re: "Night Battle" Discussion

Post by churchlakecity »

It was an idea from the LoV-Team-member Soldberg,five or six months ago...but more concrete thought we make,when the work on the ultimate starts....Soldberg modded some Tiles...The first tries looked good....But now we have to analize whats with the new patch is possible... :?:
Uhu
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Re: "Night Battle" Discussion

Post by Uhu »

Nice idea but I don't think that at this scale of battles night fights are realistic. Plus I don't feel that this feature would give any plus enjoyment to the game. Of course that's only my opinion. :)
Image
Image
churchlakecity
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Re: "Night Battle" Discussion

Post by churchlakecity »

In our imagine of night battle you can see units and structures better...it's not as dark as in the screenshot on the top.....
Soldberg
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Re: "Night Battle" Discussion

Post by Soldberg »

A first look at one of our design / concept studies to LoV Ultimate at night ... For testing purposes were stained vanilla tiles and vanilla units ...
Poland_at_night.jpg
Poland_at_night.jpg (76.82 KiB) Viewed 4767 times
The war is just beginning, so cities and airfields are not darkened.

Some problems still existed in the implementation of this idea in the game (with v1.05 and v1.11), can - I think - are now resolved with v1.14 and v1.20 ...
Magic1111
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Re: "Night Battle" Discussion

Post by Magic1111 »

Wow, looks very nice Arne! :D
Der_Wolff
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Re: "Night Battle" Discussion

Post by Der_Wolff »

Wow Arne,

That's shows great! :D
Uhu
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Re: "Night Battle" Discussion

Post by Uhu »

It looks really atmospheric. :)
Maybe at campaigns where the scale is lower: instead where a unit is a battalion, regiment, division where a unit would be a platoon or company. There it would have sense this feature.
Image
Image
Soldberg
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Re: "Night Battle" Discussion

Post by Soldberg »

There were some real historical battles in the night. But I think that fighting at night is more something for "commando" missions ... are also planned in LoV ... ;)
Uhu
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Re: "Night Battle" Discussion

Post by Uhu »

Sure I meant therefore on company unit level - battalion scenario level it has sense. And yes: it is very ideal for commando missions... :twisted:
Soldberg wrote:There were some real historical battles in the night. But I think that fighting at night is more something for "commando" missions ... are also planned in LoV ... ;)
Image
Image
churchlakecity
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Re: "Night Battle" Discussion

Post by churchlakecity »

Soldberg wrote:A first look at one of our design / concept studies to LoV Ultimate at night ... For testing purposes were stained vanilla tiles and vanilla units ...
Poland_at_night.jpg
The war is just beginning, so cities and airfields are not darkened.

Some problems still existed in the implementation of this idea in the game (with v1.05 and v1.11), can - I think - are now resolved with v1.14 and v1.20 ...
Superb Arne...... :D :D :D

Yes,this is our Scotty McSoldberg........ :D
asuser
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Re: "Night Battle" Discussion

Post by asuser »

Hello to all,

i want to implement some nightfighter (or bad weather) planes like Me 110, Ju 88 and Go P60 C with special attack guide equipment (visualised with the antennaes or a radom). The task for these planes are to attack normal fighter planes if it's dark or raining. Is there a trick or a recommendation for the values in the eqp file? First i thought to define these planes as a flying flak unit. Flak units can fire also at enemy fighter planes when it's raining. But there are some "bugs":

-Ground units like infantry and tanks can also attack these new type of fighter planes
-Gasoline, repair and ammunition can get everywhere (not or not only at airfields?)

Need help please!
ThvN
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Re: "Night Battle" Discussion

Post by ThvN »

asuser, as far as I know Flak units cannot fire at airplanes during bad weather. So I don't think it will work, unfortunately.

Airplanes cannot spot or shoot during bad weather (rain/snow/sandstorm), but they also cannot be targeted by anti-aircraft units.
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