how do you make a bridge destuctable? well there are bridge engineer units (Brückenpioniere) in the game when placed on a river hex act as a bridge. so you kill them = bridge gone. thats okay. they do some weird retreating sometimes, though - like upstream/downstream to the next river hex. or they retreat, reinforce then go back on the river again - not realistic(?).
there are also nice destroyed bridges in the tileset - but that requires a trigger and the use of "hex action" (change terrain) in the scenario editor and there's little or no documentation for that.
so how about this:
a version of the bridge engineer changed from an infantry unit to a structure (class 6). it won't retreat - it remains in the hex until it reaches strength = 0 therefore destroyed. you are left with the river hex on which it was placed - not complicated.
they should be placed in the scenario editor in the desired location or maybe even scripted to appear when certain conditions (trigger) are met (like the way caturable units work). they can't be reinforced (repaired) either because they are class 6. detailed stats (gd/ad) open to debate - should it be a hard or soft target? i say soft designed to be destroyed by pioneers/engineers (fortkiller) artillery bombardment or air attack - not tanks.
i think they are effictivley road/foot bridges i don't think you can make it work as a rail bridge.
here are some icons for them from the marvellous battlefield europe mod :-
i'm thinking they are best used by the AI side rather than the player. you (well, i) can also script their "capture" as well. they can also be timed to disappear on a certain turn (sabotage?) which might makes things exiting.
try it for yourselves. test. find problems. give feedback. i'd like to use this idea in some of the DLC scenarios - which ones?
or if you are currently developing a mod work with me on this idea if you think you can use it.
destructable bridges
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
destructable bridges
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captainjack
- Brigadier-General - 15 cm Nblwf 41

- Posts: 1912
- Joined: Thu Sep 13, 2012 7:42 am
Re: destructable bridges
I was looking at a scenario where you first have to defend bridges, then if successful, you have to destroy them.
I used Class 6 structures with BEng trait that starts as a friendly unit. This means that the enemy can only destroy it, but not cross it (reasonable enough if properly defended). After a set number of turns, if still standing (the charges have been fitted, the other troops have pulled back etc), I use a unit action to change it to enemy. Now you can attack it and attempt to destroy it before the enemy crosses, or stand and block it to prevent the enemy crossing, allowing time for other units to escape.
Another option is to start with a broken bridge icon, and your troops have to rebuild it. You can either have a friendly broken bridge that lacks BEng trait, and a script that counts how long your engineer stands next to it. Then it changes to a new unit with BEng trait so you can cross. Alternatively, broken bridge is enemy and you have to destroy it (simulating having troops swarming over it) at which point it is replaced by a friendly bridge you can now cross. The first is better but the second is easier.
Not perfect, but all are easier than unravelling hex actions. Having said that, one of the US Corps scenarios and at least one Sealion scenario have bridge action scripts which could be followed.
I used Class 6 structures with BEng trait that starts as a friendly unit. This means that the enemy can only destroy it, but not cross it (reasonable enough if properly defended). After a set number of turns, if still standing (the charges have been fitted, the other troops have pulled back etc), I use a unit action to change it to enemy. Now you can attack it and attempt to destroy it before the enemy crosses, or stand and block it to prevent the enemy crossing, allowing time for other units to escape.
Another option is to start with a broken bridge icon, and your troops have to rebuild it. You can either have a friendly broken bridge that lacks BEng trait, and a script that counts how long your engineer stands next to it. Then it changes to a new unit with BEng trait so you can cross. Alternatively, broken bridge is enemy and you have to destroy it (simulating having troops swarming over it) at which point it is replaced by a friendly bridge you can now cross. The first is better but the second is easier.
Not perfect, but all are easier than unravelling hex actions. Having said that, one of the US Corps scenarios and at least one Sealion scenario have bridge action scripts which could be followed.
Re: destructable bridges
captainjack:
thanks for your input i like those ideas i'll think about them
i'm also still thinking about your mounted/travelling ideas in my "organic transport" post. the is a solution there somewhere, i think
let's make PzC 1.5! (not interested in making PzC 2.5)
thanks for your input i like those ideas i'll think about them
i'm also still thinking about your mounted/travelling ideas in my "organic transport" post. the is a solution there somewhere, i think
i've learned a bit more about hex action but its still kludgy stuff. i'll be posting something soon which uses hex action on captured airfields which i think is quite clever - look out for that.Not perfect, but all are easier than unravelling hex actions. Having said that, one of the US Corps scenarios and at least one Sealion scenario have bridge action scripts which could be followed.
let's make PzC 1.5! (not interested in making PzC 2.5)
Re: destructable bridges
.... let's make PzC 1.5! (not interested in making PzC 2.5)
Battlefield Europe get the most from Panzer Corps
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985

