destructable bridges
Posted: Sat Jun 11, 2022 10:40 am
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.
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.