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Unit Firing Ranges
Posted: Tue Sep 20, 2011 2:24 am
by Happycat
Is there any way to find the maximum range for units? Or is it to hard to pin down because of the varying scales in scenarios? I know that you can tell if something is in range if it shows a red marker, but sometimes it would be helpful to know unit ranges before moving.
Posted: Tue Sep 20, 2011 2:44 am
by junk2drive
From the Manual Additions post
ORIGINAL: Iain McNeil
The scale is abstracted. 1 tile range is intended to represent 50-100m. 2 tiles about 200m, up to 8 tiles at about 2km. This may sounds strange but it allows us to get the more subtle differentiations at shorter range without having to make ranges so high you cant see what you're shooting at on screen. This makes it very hard to give you a real ground scale. Maps can be 64x64 tiles at present but there is not really a technical reason they can't be bigger as far as I know but we didn't want to make missions like that.
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Range
Say you have a Sherman and a Tiger. At 2 squares apart, they are close range. Their shots are more accurate and the chance of kill is good. At 6 squares, the accuracy falls and the armour value and type of gun/ammo determines the chance of a kill. At 8 squares the Sherman is out of range and the Tiger can still get a shot but with a low chance of a kill. Instead of needing 20 squares to represent 1000m, you only need 8-10. Like tree rings where the center ones are large and the outer ones are thin.
Posted: Tue Sep 20, 2011 2:46 am
by junk2drive
You can open the squads.xls or .cvs and see the max range. It would be nice if stats like this were listed in the info panel that you can access in the game.
Posted: Tue Sep 20, 2011 11:51 am
by Happycat
junk2drive wrote:You can open the squads.xls or .cvs and see the max range. It would be nice if stats like this were listed in the info panel that you can access in the game.
Thank you. I had seen Iain's post and it answered part of my question, but the piece I was missing is the one which you have now provided (i.e. use the squads.xls)
I quite agree, it would indeed be nice to have these stats readily accessible in-game.
Thanks again for your time.
Posted: Tue Sep 20, 2011 3:01 pm
by pipfromslitherine
You can also (and I am doing this from memory, so forgive me if I am wrong) hit the 1 key and it will show you both visible and in-range tiles.
Having more stats on the info panel was something that was on my previous task list, but must have gotten missed. I will revive it

.
Cheers
Pip
Posted: Tue Sep 20, 2011 3:21 pm
by Happycat
pipfromslitherine wrote:You can also (and I am doing this from memory, so forgive me if I am wrong) hit the 1 key and it will show you both visible and in-range tiles.
Having more stats on the info panel was something that was on my previous task list, but must have gotten missed. I will revive it

.
Cheers
Pip
I think, from my experience in-game, that the 1 key just gives LOS for the unit, but the objects seen may or may not be within firing range. And of course, you can tell if they are because those that are within range show a small red flag above the target unit. But what is really missing is the overall range capability of the targeting unit. I don't think it would be unrealistic to have that information available; a tanker gunner, for example, would know how far his driver needs to advance in order to bring an enemy tank within firing range (not to be confused with optimum range).
In some of the games I have played, I have tried to estimate that, but it's hit or miss (pun intended

)
Posted: Tue Sep 20, 2011 4:27 pm
by pipfromslitherine
Looking at the script, you should see a different texture on the tile for inrange verses non-inrange visible tiles. However I think it only shows up on tiles which are in your LOS, so you can't use it to get a general all around range indication. I will add it to the todo list, it should be possible to have something to show your unit's range.
Cheers
Pip
Posted: Tue Sep 20, 2011 4:53 pm
by Happycat
pipfromslitherine wrote:Looking at the script, you should see a different texture on the tile for inrange verses non-inrange visible tiles. However I think it only shows up on tiles which are in your LOS, so you can't use it to get a general all around range indication. I will add it to the todo list, it should be possible to have something to show your unit's range.
Cheers
Pip
Thanks for the additional information. That will help, and I am sure all of us BA fans will look forward to the enhancement to the stats display in the future.
Awesome game, btw. I'm not getting much work done on playtesting CEAW GS or any other projects right now; my time is totally absorbed by this game (somewhere around a dozen pbem's going on). Surprisingly, my wife still seems to recognize me when I emerge from the computer room, however

Posted: Tue Sep 20, 2011 4:58 pm
by pipfromslitherine
Awesome - means you haven't reached the line yet. Just keep adding games until you spot that moment of confused recollection in her eyes when you enter a room...
Cheers
Pip
Posted: Sat Sep 24, 2011 2:20 pm
by rkr1958
pipfromslitherine wrote:Awesome - means you haven't reached the line yet. Just keep adding games until you spot that moment of confused recollection in her eyes when you enter a room...
Cheers
Pip
There's a song by Brad Paisley that, though it's about fishing, will probably sum up gaming for most of us.
Brad Paisley - The Fishin Song wrote:
Well I love her
But I love to fish
I spend all day out on this lake
And hell is all I catch
But today she met me at the door
Said I would have to choose
If I hit that fishin hole today
She'd be packin all her things
And she'd be gone by noon.
Well I'm gonna miss her