Author Topic: This weeks production.  (Read 6435 times)

Offline zack1234

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Re: This weeks production.
« Reply #15 on: January 27, 2018, 01:43:09 AM »
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Offline Greebo

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Re: This weeks production.
« Reply #16 on: January 27, 2018, 01:45:44 AM »
Really glad to see this, rivers and bridges should offer lots of scope for terrain builders to set up choke points. What would be even better if GVs could be made to travel faster on roads and concrete than off road. Hopefully this also means airfield resupply will go back to automated convoys and those players now resupplying can get back to fighting.

Offline wil3ur

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Re: This weeks production.
« Reply #17 on: January 27, 2018, 04:30:34 AM »
Awww trains?  And here I thought the Karellia terrain was being put in rotation so we can do a winter war scenario!   :bolt:
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Offline Ramesis

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Re: This weeks production.
« Reply #18 on: January 27, 2018, 12:10:59 PM »
Trees don't grow in rivers?
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Offline Greebo

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Re: This weeks production.
« Reply #19 on: January 27, 2018, 12:44:23 PM »
There are no trees on the road in the screenshot, so there is likely a routine that deletes them but it just hasn't been applied to the railway and river yet.

I wonder what is going to happen with routing roads and railways on the existing MA terrains. The old AH2 terrain editor had a "make all roads" button that laid roads and railways to all the fields and strats on a map for you but it just laid them all due north of their bases, the terrain designer had to reroute each one around hills and water by hand. On some of the old AH2 terrains the designer didn't bother and the terrain would have roads roads running due north straight up 60 degree mountainsides, very immersion breaking. If the new TE could route roads a bit more intelligently, i.e pick a route with the minimum of elevation change while avoiding water, it would save a lot of time.

Offline bustr

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Re: This weeks production.
« Reply #20 on: January 27, 2018, 03:30:07 PM »
After going through rivers and bridges with Oceania, my new terrain riftval I designed in the rivers to field location setups so the heightmap import would produce the river bottoms. While I'm building out the macro terrain around the field place holder squares you see in my screen shots. If I end up with a suitable feature that can be leveraged, I rough that line in and leave it for when I start laying down feilds and GV spawns which is also the clean up stage for all the rivers. Because I created a 1:1 8pixel=1mile blue print file before opening the terrain editor, I had an inkling of suitable locations for adhoc features that might present themselves during the macro building stage. The most fun building a terrain are the few adhoc's and the creativity process they impose, the rest is pretty formulaic.

I try to have a 95% finished concept design in the blue print file so any invention of new concepts like when I incorporated the bridges in the last terrain with Hitech's help or, the possibility of the results from the updated path tool is accounted for as the normal testing a terrain requires during the production process. And then whether it's the terrain editor or L3DT, it's all on my ability to pull something original out of my whatsis. Ultimately the polygon size is going to dictate everything.


If the roads can be laid down as static elements not tied to the resupply system, with the shorter distances I'm placing feilds now, I'm thinking about a road system to connect feilds. Symbolically for those with spawns but, there will be a number of feilds with no spawns and BowlMA on the tips of all the islands are the three no GV spawn feilds. Players will drive wirbles and troop M3's the 19 miles cross country. A basic road system would enhance that with a purpose and possible targets.

I guess the real question is how Hitech will require the path's to be used overall and if they are the reintroduction of the automated supply system. 
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Offline icepac

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Re: This weeks production.
« Reply #21 on: January 27, 2018, 06:23:27 PM »
Are there any terrains being developed where PT boats can drive up them long distances?

PBR streetgang wants to know.


Offline 8thJinx

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Re: This weeks production.
« Reply #22 on: January 27, 2018, 07:51:05 PM »
Finally got back to Finnish this off.


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Offline bustr

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Re: This weeks production.
« Reply #23 on: January 27, 2018, 08:43:53 PM »
Are there any terrains being developed where PT boats can drive up them long distances?

PBR streetgang wants to know.


If the river path in this tool cannot support a PT, I may well use the ones I've already built into this terrain that is under production. I have quite the vested interest in knowing how these path functions will work. I don't know how the transition boundary between the river surface object will transition a boat from the water layer into the river surface object. Or if that is even possible. If this is able to be run up an elevation incline, there are source canyons on this terrain I can run a stream out of getting wider down to the pond in the center.





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This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Lazerr

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Re: This weeks production.
« Reply #24 on: January 28, 2018, 12:47:53 PM »
Will m3 supply be nerfed after these are put into play?

Offline Lusche

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Re: This weeks production.
« Reply #25 on: January 28, 2018, 12:59:29 PM »
Will m3 supply be nerfed after these are put into play?

That would make little sense, if the convoys would work just as they used to do.
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Offline lunatic1

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Re: This weeks production.
« Reply #26 on: January 28, 2018, 01:17:24 PM »
   :D I told you all that HiTech was bringing the Trains and Convoys back-but nobody listens to me. :aok
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Offline ToeTag

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Re: This weeks production.
« Reply #27 on: January 28, 2018, 01:38:33 PM »
   :D I told you all that HiTech was bringing the Trains and Convoys back-but nobody listens to me. :aok

Well that would be crazy.
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Offline Lazerr

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Re: This weeks production.
« Reply #28 on: January 28, 2018, 02:32:18 PM »
That would make little sense, if the convoys would work just as they used to do.

They didnt effect town downtime before?

Maybe they should.  Let AI supply stuff and have the players play the game, create action, promote defense.  More action, more appealing to new accounts.

Offline Lusche

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Re: This weeks production.
« Reply #29 on: January 28, 2018, 02:41:47 PM »
They didnt effect town downtime before?


Not directly. They only increased downtime of already destroyed objects when they were destroyed themselves. An intact convoy arriving at a base had no impact.
That's why HT could simply drop the convoy system when going to AH II to AHIII, for it made little difference.
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