Falaise Posted January 19, 2019 Author Share Posted January 19, 2019 merci CMFDR 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted January 19, 2019 Share Posted January 19, 2019 This is only useful if one is a map designer, yes? (It won't straighten roads in existing scenarios.) 0 Quote Link to comment Share on other sites More sharing options...
Falaise Posted January 19, 2019 Author Share Posted January 19, 2019 yes for the map designer in the existing scenarios you have to modify them yourself 0 Quote Link to comment Share on other sites More sharing options...
CMFDR Posted January 19, 2019 Share Posted January 19, 2019 This is useful both to scen designer and its players, if the author used such retextured highway tiles in his scenario, thus it will probably benefit of some tag. 0 Quote Link to comment Share on other sites More sharing options...
Trooper117 Posted January 20, 2019 Share Posted January 20, 2019 So I just bung these in the Z folder and they will straighten those shark teeth road? 0 Quote Link to comment Share on other sites More sharing options...
CMFDR Posted January 20, 2019 Share Posted January 20, 2019 (edited) 1 hour ago, Trooper117 said: So I just bung these in the Z folder and they will straighten those shark teeth road? Basically what it does is to change the look of the highway, thus a scen designer can use highways instead of narrower roads, which tends to create shark teeth shaped roads. That is if I'm not misunderstanding Falaise's work. Put another way, as Erwin wrote, "It won't straighten roads in existing scenarios". Edited January 20, 2019 by CMFDR Rephrasing 0 Quote Link to comment Share on other sites More sharing options...
Falaise Posted January 20, 2019 Author Share Posted January 20, 2019 The stock card editor does not allow for 22.5 ° routes, so map designers are forced to make shark tooth roads to take the paths at this angle. What I propose is to use a few tiles of the highway that I modified to achieve this type of road. This is useful to the new map designers or for someone who wants to straighten the roads on existing scenarios. You must then go to the scenario editor and modify the map according to the exemple above. 0 Quote Link to comment Share on other sites More sharing options...
JM Stuff Posted January 20, 2019 Share Posted January 20, 2019 Yes and this really usefull...I did some tests, in case that one day I want to created some maps... 0 Quote Link to comment Share on other sites More sharing options...
Falaise Posted January 25, 2019 Author Share Posted January 25, 2019 (edited) a small example, I modified a map that I like very much that of Pet Wenman in The Crossroad at Monthardrou modified in 10 minutes with to the system it can be improved again but in this case it need to prone tested. before original modified Edited January 25, 2019 by Falaise 3 Quote Link to comment Share on other sites More sharing options...
Aragorn2002 Posted January 25, 2019 Share Posted January 25, 2019 (edited) I think that's an impressive modification. Looks so much better now. I'm curious whether it changes the behaviour of the AI pathfinding. Edited January 25, 2019 by Aragorn2002 0 Quote Link to comment Share on other sites More sharing options...
Falaise Posted January 25, 2019 Author Share Posted January 25, 2019 it requires testing however it is road tiles so the behavior should stay the same and the axis stay identical 0 Quote Link to comment Share on other sites More sharing options...
DerKommissar Posted January 25, 2019 Share Posted January 25, 2019 Yeah, I wish more scenarios had straight roads like that. Setting waypoints for a battalion-sized convoy on a shark-teeth road is a nightmare. 0 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted January 28, 2019 Share Posted January 28, 2019 On 1/25/2019 at 2:25 PM, Falaise said: a small example, I modified a map that I like very much that of Pet Wenman in The Crossroad at Monthardrou modified in 10 minutes Looks lovely, and I think it would be possible to improve it even more with a bit more work. I hope your idea will make it into the official game. 1 Quote Link to comment Share on other sites More sharing options...
Falaise Posted February 16, 2019 Author Share Posted February 16, 2019 I made a small test to check that my road has the features of magnetism of the road of stock 2 groups are movingimmediately, they go to the roadthey leave it only to reach their destinations 1 Quote Link to comment Share on other sites More sharing options...
Widukind Posted October 16, 2023 Share Posted October 16, 2023 Hello, where i must install the files? Z folder? 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted October 16, 2023 Share Posted October 16, 2023 5 hours ago, Widukind said: Z folder? Yes sir. For CM mods, they go in your z folder. Then restart the game! But this particular mod is a special case because it is used by scenario maker at the time of creating the map. Unlike most other mods, it will not make a visual change just by being in the z folder. Unless you have a scenario where it was used to make the map. Then definitely you need this mod in your z. 1 Quote Link to comment Share on other sites More sharing options...
WimO Posted October 16, 2023 Share Posted October 16, 2023 (edited) I am a frequent user of Falaise's 22.5 degree roads in the maps and scenarios that I have designed. The look is great but I have run into some movement issues in some of my scenarios. I want to reinforce what has already been said, Falaise's 22.5 degree roads are really 'highway' road tiles redrawn to look like paved roads, allowing them to blend in with same. The map designer has to select 'highway' tiles to use them. I have mod-tagged my copy so that my scenarios automatically call them when needed. The movement issue observed: In one of my scenarios where a 22.5 degree road forms the causeway across the Merderet flood plain between Cauquigny and La Fiere I noticed that both vehicles and infantry have a problem following a long 22.5 degree path. I hypothesize that the issue might be related to the fact that the terrain is composed of square tiles and that all movement is still orthogonal or in multiples of 45 degree diagonal increments - regardless of the road angle. As a result vehicles and troops frequently wander off the road in that scenario unless I use very short movement paths. Perhaps the original highway tiles disguise this issue by making a normal highway twice as wide as a road. This way the irregularly moving troops do not 'appear' to be leaving the road. I have noted that Falaise's graphic examples posted above contradict my experience. That is very interesting. I have no answer. BTW: I continue to uses Falaise's roads as they are a great improvement to map making. Edited October 16, 2023 by WimO 0 Quote Link to comment Share on other sites More sharing options...
Vacillator Posted October 16, 2023 Share Posted October 16, 2023 1 hour ago, WimO said: 22.5 degree road forms the causeway across the Merderet flood plain between Cauquigny and La Fiere I noticed that both vehicles and infantry have a problem following a long 22.5 degree path I noticed this too Wim while trying to get my brave Germans across the causeway. That was a tough ask... 0 Quote Link to comment Share on other sites More sharing options...
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