Whiterider Posted April 22, 2013 Share Posted April 22, 2013 Hi guys! I´m new to CMX2 and have noticed there is no terrain indicator/icon in the units or in the LOS (target) like in CMX1 :confused:. Sometimes is difficult to know if all members of the squad are in a particular terrain. Will it be added in a future patch? Thanks in advance 0 Quote Link to comment Share on other sites More sharing options...
Ranger33 Posted April 22, 2013 Share Posted April 22, 2013 With the terrain, what you see is what you get. The trees and such are not abstracted, they simply either block a bullet or they don't. I'm not sure how this works with the "rocky" type of terrain, which doesn't seem to offer much cover really. Or not as much as one might imagine from having seen hundreds of hills covered in big rocks in real life. One thing missing in that department is some kind of big rocks that can be scattered around. The game needs more "clutter" objects in general, really. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted April 22, 2013 Share Posted April 22, 2013 The problem is not simple. There may be more than one kind of terrain in an AS. Plus, what are you doing to do with squads? They tend to be occupying two or three AS, each of which could have different terrain. Michael 0 Quote Link to comment Share on other sites More sharing options...
Baneman Posted April 22, 2013 Share Posted April 22, 2013 ...One thing missing in that department is some kind of big rocks that can be scattered around. The game needs more "clutter" objects in general, really. Totally agree ! +1 to this. 0 Quote Link to comment Share on other sites More sharing options...
Whiterider Posted April 22, 2013 Author Share Posted April 22, 2013 Sometimes infantry squads are partly covered by a tree. Is it half covered or has no effect at all in rules? I also miss some kind of explanation in game manual about terrain effects. 0 Quote Link to comment Share on other sites More sharing options...
JonS Posted April 22, 2013 Share Posted April 22, 2013 There may be more than one kind of terrain in an AS. I think there can be up to about six! base ground AND (wall OR road) AND brush AND (trees OR bushes) AND building AND flavour objects Doing a quick calculation (ignoring flavour objects, and elevation, and water, and bridges, and the particular orientation of road and wall pieces) there are somewhere between 100,000 and 200,000 unique tile combinations possible in CM. There's also water and bridges, but I don't recall exactly how they combine with the others. 0 Quote Link to comment Share on other sites More sharing options...
Davek555 Posted April 22, 2013 Share Posted April 22, 2013 The thing I miss most is the Eastern Front. Hopefully that will be remedied before the end of the year 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted April 22, 2013 Share Posted April 22, 2013 With CMx2 its basically "what you see is what you get" terrain-wise. If he looks like he's on rocky ground with brush growing on it he's on rocky ground with brush growing on it. ...some kind of big rocks that can be scattered around. If you had purchased CM:Afghanistan (shame on you for not ) then you would have seen 'big rocks' among the flavor objects. But a nasty coding problem arises that has to be dealt with with big objects. pathing, LOS and LOF all has to be accounted for with 'tactical size' flavor objects. If I recall correctly, Steve had said they'll bring in super-size flavor objects (of sedan size) only when they're able to 'do it right'. About the same answer he gives for fire. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted April 22, 2013 Share Posted April 22, 2013 Sometimes infantry squads are partly covered by a tree. Is it half covered or has no effect at all in rules? I also miss some kind of explanation in game manual about terrain effects. WYSIWYG. Everything is 1:1 modelled with trajectories and object intersections. There's no such thing as being "covered by a tree". A tree is exactly what you see: a stick (which stops most things, and is apparently made of sterner stuff than tank glacis plates) with a clump of foliage tha (mostly) blocks line of sight through the drawn volume, and will sometimes stop rounds. Unfortunately the only way of getting used to the terrain tile types is to futz around in the editor, and perhaps by experimenting with vehicle movements: you can generally spot "forest" tiles, and you can tell which are "heavy" and which "light" by the movement cursor for a vehicle going to its "impassable" indicator over the heavy tiles. 0 Quote Link to comment Share on other sites More sharing options...
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