Appears to me that they have hexes turned off...so hard to tell if it is fixed or not. But I'm hoping it is.bru888 wrote:Do I detect no Coastal Road Seaside Hex Distortion in those screenshots? If so, then I would be happy indeed. Very, very happy.

Moderators: The Artistocrats, Order of Battle Moderators
Appears to me that they have hexes turned off...so hard to tell if it is fixed or not. But I'm hoping it is.bru888 wrote:Do I detect no Coastal Road Seaside Hex Distortion in those screenshots? If so, then I would be happy indeed. Very, very happy.
No, Shards explained it thusly in the global version of this announcement thread:morge4 wrote:Appears to me that they have hexes turned off...so hard to tell if it is fixed or not. But I'm hoping it is.bru888 wrote:Do I detect no Coastal Road Seaside Hex Distortion in those screenshots? If so, then I would be happy indeed. Very, very happy.
I said in another thread someplace that this blemish could be likened to a hairy wart on a beautiful woman's nose. Waxing poetic was I.Shards wrote:This is how the game looks in the developer mode, the hair pulling frustration of those crocodile sea hexes is that the issue only appears once we make a build of the game!bru888 wrote:Those coastlines . . . those neighboring road hexes . . . they . . . they're beautiful again! Say, is this real or have these screenshots been photoshopped?
Erik2 wrote:Do I detect Free French and South African troops?
Only one announced, Arid.Manstein75 wrote:For now - no answers ! How many new terrain typs will come with the new African DLC ?
If I remember well, this type of terrain (large river) was already present for the beta of Panzerkrieg (perhaps even before ?).Erik2 wrote:Aha, that is quite interesting.
Especially the large river type which I have asked for since the original beta.
But we have engineer units thay can build the bridgeterminator wrote:I think that a problem could be how to distinguish a normal river of a large river on the map ?
Large River = impassable river (PzCorps)
Yes, in PzCorps bridgeEngineer and some tank Bridgelayer could make this large river passable.calmhatchery wrote:But we have engineer units thay can build the bridgeterminator wrote:I think that a problem could be how to distinguish a normal river of a large river on the map ?
Large River = impassable river (PzCorps), maybe in the case of a large river it would be a special specialization for engineer
I don't know
Yes it is a good idea. and more than one turn !!Erik2 wrote:I suggested to the devs long time ago that the large river could have a dark blue colour.
I would be fine with engineers creating pontoon bridges over a large river. Maybe a resource cost and take 2 turns.
Personally, I find that the normal rivers which we have at present are slightly too wide on the map :Erik2 wrote:I suggested to the devs long time ago that the large river could have a dark blue colour.
The German's strategic goal had been to slice through Egypt, capture the Suez Canal, enter the British Mandate of Palestine, activate an Arab uprising against the British, and finally link up with German forces thrusting south from Southern Russia.rocklobb wrote:Who can even think about river width? We are talking about the Sahara, Afrika Corps and Monty! I can't hardly wait!