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Wrecks vanishing
Posted: Fri May 28, 2010 12:52 am
by MrsWargamer
Started 07 today and went into the desert.
Trashed two Italian tankettes and they brewed. Entered the location with my Matildas, did NOT attempt to remove wreck and they disappeared all the same. Well the graphic disappeared that is.
Is this proper?
Posted: Fri May 28, 2010 2:11 am
by pipfromslitherine
You can drive over wrecks, they will kinda of auto-bulldoze. But the tile cost is much higher than a normal move. It's to avoid too much micromanagement, and not inconsequentially, to help out the AI from having to work out when to bulldoze stuff

.
Cheers
Pip
Posted: Fri May 28, 2010 5:23 am
by Obsolete
"Is this proper?"
Well, if it isn't then you would not be allowed to move into that tile in the first place, since wreckage blocks.
I still have a problem where standing still and moving wreckage costs 100% APs, but moving through them doesn't. That seems to be a little silly. I would think there should be an agreed on AP cost for units doing this no matter what their state? I wonder if that would cause other problems?
Posted: Fri May 28, 2010 8:48 am
by IainMcNeil
Probably true - when we had wreck removal there was no way to move through them. I think half AP's would be ok rather than the move cost. This way you can clear a wreck and it keeps it simple to calculate.
Posted: Fri May 28, 2010 11:58 am
by MrsWargamer
I think I might have seen a pop up message now that went over the same attack a second time. Are all wrecks equal? Or are small wrecks of smaller vehicles different?
The message seemed to hint at the tankettes just not being on par with a Tiger II for instance.
Posted: Fri May 28, 2010 12:21 pm
by Obsolete
I don't think there is differentiation between wrecks. But if we really want to get that realistic, then we'd have to handle some other things first. Such as, the silliness of being able to bulldoze a wreck that is located right in-front of an enemy unit, but we still remain hidden or under cover because we are right around a corner, for example

I am guilty of abusing things like this quite a bit. I suppose a way to fix this is to block bulldozing when a wreck is adjacant to a unit. This then needs some other corrective measures though, for when an enemy unit is adjacant, but hidden for example. Otherwise you'd be cheating and know what's up when you can't bulldoze...
Posted: Fri May 28, 2010 4:04 pm
by pipfromslitherine
There is no difference between wrecks, and using 1/2 APs isn't going to work I don't think, as I you would never be able to check 'possible' routes without adding lots of special casing to try and guess how many APs the unit would have at the time.
Cheers
Pip