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Scale and buildings

Posted: Wed Jul 14, 2010 9:19 pm
by Dita0
I assume that vehicles are modelled individually, but what about infantry? Are these platoon size? Are specialists such as engineers portrayed?

Also, does infantry enter buildings? Are there more than one storey buildings, that is, can then go up a storey for spotting purposes.

thanks

Posted: Thu Jul 15, 2010 1:35 am
by pipfromslitherine
There are specialist infantry units, yes. The shown squad sizes are quite small, but they are intended to represent more men, of course.

Infatnry can (and should!) enter buildings and other cover, but there is no representation of different heights when in buildings.

Cheers

Pip

Posted: Fri Jul 16, 2010 7:22 pm
by Dita0
Good to see you can enter the building, I had a terrible thought for a moment that they were just for effect. Shame about height in buildings. I visions of using a church tower for an artillery observation post.

Posted: Fri Jul 16, 2010 10:07 pm
by IainMcNeil
We don't do this but it could be done in a mod. Pretty much anything can be done in a mod!

Posted: Fri Jul 16, 2010 11:32 pm
by pipfromslitherine
I'm not sure that's possible! Although I guess you could do something where you have a 'lookout' attribute on a unit, then have a command to set it, which allows them to see a lot further, but makes them more vulnerable to fire.

Hmmm - I guess you could do it after all!

Cheers

Pip

Posted: Sat Jul 17, 2010 12:04 pm
by Dita0
Hmm, sound interesting then the possiblity of the mods/editor.

Is there any chance of further information on the scenario creation/mod side of things. Is it something any user would be able to have a go at, or is some knowledge of a script language (or something similiar) required?

Posted: Sat Jul 17, 2010 3:21 pm
by pipfromslitherine
To get the full power of the system you're going to need to do some scripting - although you can begin by just copying the game scripts and then tweaking them. It's a fairly simple scripting language. Unfortunately I've not quite finished writing the user documentation for it yet!

Cheers

Pip

Posted: Sat Jul 17, 2010 6:19 pm
by Dita0
I think I`ll be giving it a go. From the presentation style an from what I have seen so far I`ve got some ideas kicking around which I`d like to try.

Posted: Sun Jul 18, 2010 6:18 am
by amenofi64
Hi alls, i've preordered the game. A simple question: in the future are planned an expansion with soviet and japanese units?

Posted: Wed Aug 04, 2010 8:45 pm
by Sleet
me thinks if the game does well (and from what I can see it really should!) there is quite a vast # of options for expansions, add-ons and more!
:)

Posted: Wed Aug 04, 2010 9:01 pm
by pipfromslitherine
I've said it before, but I'm really excited to see what the community can do with the game - it's so simple to try stuff out and create missions.

Cheers

Pip

Posted: Tue Aug 10, 2010 12:36 am
by trey18
Are buildings and terrain destructable? Can bocage be breached?

Posted: Tue Aug 10, 2010 1:56 am
by jomni
The graphics show that the buildings are desctuctable but I haven't noticed the cover factor degrading.
Should it degrade when a building / bunker turns into rubble?

Posted: Tue Aug 10, 2010 2:50 am
by pipfromslitherine
No - it's purely cosmetic currently, although you could feed the tile damage into cover if you so wished. Hmm - assuming there is a function to read back the tile damage, if there isn't I can add one trivially. I'll double check in the morning, can't recall.

Cheers

Pip

Posted: Tue Aug 10, 2010 5:00 am
by harley9699
"Although I guess you could do something where you have a 'lookout' attribute on a unit, then have a command to set it, which allows them to see a lot further, but makes them more vulnerable to fire. "

That'd be way cool. Also would like to see the fog-of-war change with turning a vehicle: increase/decrease depending upon facing. Only thing I've noticed so far is that sight is increased when infantry dismounts.

Posted: Fri Aug 20, 2010 11:05 pm
by Cyberstratege
pipfromslitherine wrote:No - it's purely cosmetic currently, although you could feed the tile damage into cover if you so wished. Hmm - assuming there is a function to read back the tile damage, if there isn't I can add one trivially. I'll double check in the morning, can't recall.

Cheers

Pip
That would be great !