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Steep Hill Nonsense ...
Posted: Wed Dec 11, 2013 3:18 pm
by Old_Warrior
I have a unit of HI sitting on TOP of a steep hill. This is an IDEAL defensive position. My enemy must toil and sweat to come up the hill.
BUT NO - my HI are listed as D in the unit info window. This makes no sense. The unit is on TOP of a steep hill and in formation. They are not straddling the hex.
Can this be fixed for the next build? I am not sure why this was decided on for the PC game but it makes zip, zero sense. That unit is protected by the "mini-cliff" and any unit in a hex that has a steep hill hexside should be in normal order. Frankly it ruins play - why does a LI unit NOT get listed as D? The formed unit would just stay back from the edge. It is not like half of the formation is on one side of the hill and the rest on the other.
Re: Steep Hill Nonsense ...
Posted: Wed Dec 11, 2013 4:06 pm
by TheGrayMouser
Hey OW, the issue is basically there is NO such thing as HEX-SIDE terrain in FOG ( except I guess palisades that noone ever uses) Your either in the hex or not... if your "higher up" you get the POA advantage. Hexside terrain would be a great addon though...dunes, cliffs embankments etc. They would have to program it so only the unit attacking THRU a hexside would get the mal adjustement, and not both units...
Re: Steep Hill Nonsense ...
Posted: Sun Dec 15, 2013 6:26 pm
by Old_Warrior
Ok - that pretty much answers the question I guess but really it doesn't. The unit sitting in the steep hill hex does not have a hill "hexside" on all sides. Thus a unit sitting up on the same level is not attacking UP.
By not defining a hexside this confuses NEW players (and apparently old ones alike).
Bottom line: I like a game that makes sense VISUALLY. FOG does not if what you are saying is the case (and I have no doubt you are right too).
Thanks for clearing that up.
Re: Steep Hill Nonsense ...
Posted: Sun Dec 15, 2013 6:36 pm
by TheGrayMouser
Old_Warrior wrote:Ok - that pretty much answers the question I guess but really it doesn't. The unit sitting in the steep hill hex does not have a hill "hexside" on all sides. Thus a unit sitting up on the same level is not attacking UP.
By not defining a hexside this confuses NEW players (and apparently old ones alike).
Bottom line: I like a game that makes sense VISUALLY. FOG does not if what you are saying is the case (and I have no doubt you are right too).
Thanks for clearing that up.
It certainly IS confusing (elevations) FOG is the ONLY game I know that uses two perspectives, 3d isometric (for the units and the trees etc) and 2d TOP down for elevation (like steel panthers) at the same time!
It was really a bizzare design decision and sadly I don't think its going to ever change. I think Im the only player whose ever brought it up.. ( a thread form a long time ago...)
Re: Steep Hill Nonsense ...
Posted: Wed Dec 18, 2013 4:03 pm
by Old_Warrior
I guess the same could be said of the stream terrain too. Not really a hexside - its what is in the hex. So it doesn't matter what side you attack the unit that is IN the Stream hex - that unit is in the stream and gets whacked regardless.