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Question for Steve only


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Steve, there was mention of prisoners and the need to keep them guarded because they would try to escape and return to there own lines. Will the surrendered units remain in the map and if so how will you assign one or two troops tostand guard. Fascinating...sorry if this has already been asked and answered.

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Greg,

I figured you posted this topic so that Martin and Fionn would not look in it, sorry if you were looking for a post only from Steve.

In Axis turn 6 Fionn wrote:

<BLOCKQUOTE>quote:</font><HR>I have also ordered my 17 prisoners (God I love saying such a high number wink.gif ) towards the house in the centre of the clearing. In Combat Mission if you leave prisoners unguarded they WILL try to escape and my score will be lessened. Since I have an immobilised half-track stopped facing the building it seems logical to me that I should use this to guard the prisoners.<HR></BLOCKQUOTE>

So, the prisoners stay on the map, they will try to escape and I assume you just need to have one of your units (in good order) in close proximity to the prisoners to retain control of them. Too Cool Huh?

------------------

Rhet

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Guest Big Time Software

You can leave captured soldiers totally unguarded and they will remain prisoners. HOWEVER, if another enemy unit (in good order) comes along they will INSTANTLY revert back to friendly control. So although leaving unguarded units in the rear is safe for the most part, unguarded in a potential combat zone is not a good idea.

We decided to do this because we thought it was a wee bit unfair (and cumbersome) to start sapping front line strength to escort prisoners back. There would be follow up non-combat units to do this (like MPs for example). So the only job of the frontline units (in CM) is to get them out of the combat zone. After that it is assumed that they are under minimal escort (like one or two MPs for a gaggle of prisoners).

Even with an escort the prisoners might revert. Depends on the ratio of power and proximity. In Fionn's case he has a HT crew with pistols guarding the 17 prisoners in a house. This would normally be fairly easy for the US to recapture (if they could get there), but in this case there are 2 HTs and a StuG right there as well (thanks to Martin's artillery and bazooka). So they ain't be going no place smile.gif However, Fionn lost his captured MMG team during Martin's house cleaning trip.

Steve

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Guest KwazyDog

Steve, out of interest, when the code to push vehicles is in, will they only be pushable from the rear, or will lighter ones be pushable from any direction (such as jeeps and trucks) smile.gif ?

Just curious.......

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From the discussion about different building types (by the way: are there fire-walls between adjacent multi-storey blocks ?) I think I can conclude that with every terrain tile comes code which tells the units how to behave in certain situations, that is how to hide in a building or how to cross a bridge ? This would be some nice object orientated concept, because the unit object would actually ask the terrain object how it should behave and move on it.

It would be so nice to learn more about this. I am currently developing my first application in Visual C++ and try to get the OOP concept right from the beginning.

Maybe you could recommend me a book which couples OOP with game design to make for some pleasant learning (although I would of course prefer: Big Time Software: "The Making of Combat Mission", first edition, 1999) smile.gif.

Regards, Thomm

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