noob Posted May 22, 2011 Share Posted May 22, 2011 I have been playing around in the scenario editor and i have yet to work out what exit zones actually do, could anyone enlighten me ? 0 Quote Link to comment Share on other sites More sharing options...
George MC Posted May 22, 2011 Share Posted May 22, 2011 You get points for units that exit. Paint the zone on the map, make it an exit zone. If you drive a unit up to the map it'll stay put then gradually fade away. You get points for the unit exiting. Worth playing about with it in a wee test scenario to see how the points etc work. A wee design tip is be careful in putting an exit zone close to a set-up zone - it's very easy to have a unit inadvertantly exit the map that way! I speak from experience 0 Quote Link to comment Share on other sites More sharing options...
noob Posted May 22, 2011 Author Share Posted May 22, 2011 Hi George, The fading away part is what i'm interested in so i will test it, cheers. 0 Quote Link to comment Share on other sites More sharing options...
George MC Posted May 22, 2011 Share Posted May 22, 2011 One thing worth minding - is how long they take to fade away and at what stage they cannot be targetted (If I recall once they fade away - at any point prior to then they are fair game). In CMX1 units just used to immediately disappear when using exit zones, i like this way as escaping units don't just go 'blip' and are gone, this fading away suggest the vehcile driving off and gradaully fading or disappearing from view (into cover etc). 0 Quote Link to comment Share on other sites More sharing options...
George MC Posted May 22, 2011 Share Posted May 22, 2011 Oh yeah - still at work Andy so get my turns to you this evening. Bloody bored at work... 0 Quote Link to comment Share on other sites More sharing options...
noob Posted May 22, 2011 Author Share Posted May 22, 2011 One thing worth minding - is how long they take to fade away and at what stage they cannot be targetted (If I recall once they fade away - at any point prior to then they are fair game). In CMX1 units just used to immediately disappear when using exit zones, i like this way as escaping units don't just go 'blip' and are gone, this fading away suggest the vehcile driving off and gradaully fading or disappearing from view (into cover etc). I'm only interested in exit zones that allow defending units to make a tactical withdrawal, but when i set up an exit strip at the rear of the defenders deployment zone, then ran a platoon onto it to simulate a retreat i got through 7 turns and it still didnt fade away, if it takes longer than seven turns its not worth me using it for what i want, am i doing something wrong ? 0 Quote Link to comment Share on other sites More sharing options...
GreenAsJade Posted May 22, 2011 Share Posted May 22, 2011 At least according to the manual, the information in this thread so far is incorrect. The manual says that units that don't exit count as kills for the enemy. IE if you can't exit it, it might as well die trying... I don't know if this is right or wrong, I'm just saying what the manual says. GaJ 0 Quote Link to comment Share on other sites More sharing options...
George MC Posted May 22, 2011 Share Posted May 22, 2011 I'm only interested in exit zones that allow defending units to make a tactical withdrawal, but when i set up an exit strip at the rear of the defenders deployment zone, then ran a platoon onto it to simulate a retreat i got through 7 turns and it still didnt fade away, if it takes longer than seven turns its not worth me using it for what i want, am i doing something wrong ? Not sure - one of the scenarios in the German campaign uses this conecpt and it works fine. If you want send the file over to me and I'll check it out. 0 Quote Link to comment Share on other sites More sharing options...
George MC Posted May 22, 2011 Share Posted May 22, 2011 At least according to the manual, the information in this thread so far is incorrect. The manual says that units that don't exit count as kills for the enemy. IE if you can't exit it, it might as well die trying... I don't know if this is right or wrong, I'm just saying what the manual says. GaJ Errmm yup that's what the manual says - but by denying the enemy points by it exiting you win points. Might be ma wee brain ain't picking up the nuances of that So not sure what's incorrect here - exited units do fade away after a few moments and you a/ will deny the enemy points by doing so, so in turn you 'win' points? 0 Quote Link to comment Share on other sites More sharing options...
noob Posted May 22, 2011 Author Share Posted May 22, 2011 Not sure - one of the scenarios in the German campaign uses this conecpt and it works fine. If you want send the file over to me and I'll check it out. I was talking about a quick battle, just take any QB map and add the defenders exit zone along the defenders edge of the map then start it up as a 2 player hotseat attack / defence QB and try and get a defending unit to exit. 0 Quote Link to comment Share on other sites More sharing options...
George MC Posted May 22, 2011 Share Posted May 22, 2011 I was talking about a quick battle, just take any QB map and add the defenders exit zone along the defenders edge of the map then start it up as a 2 player hotseat attack / defence QB and try and get a defending unit to exit. Haa... A QB eh? Hmm not sure if that should make a differance. Is the defending unit a human controlled unit? 0 Quote Link to comment Share on other sites More sharing options...
noob Posted May 22, 2011 Author Share Posted May 22, 2011 Haa... A QB eh? Hmm not sure if that should make a differance. Is the defending unit a human controlled unit? Yes, basically i want to be able to set up a QB for 2 humans to play that allows both sides the option of retreating off the map via their respective friendly map edges. 0 Quote Link to comment Share on other sites More sharing options...
George MC Posted May 22, 2011 Share Posted May 22, 2011 Just to clarify - this QB are you launching it from the QB menu in-game or are you playing it as a standalone scenario. Can't mind for sure but in the QB section does it give you the option of choosing an exit battle (If I recall it mentions attack/probe etc etc)? I'm not to clued up on QBs - Mark Ezra is the QB genius - but I'm thinking it might be something to do with how QBs are set-up and the options but TBH I'm speculating at this. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted May 22, 2011 Share Posted May 22, 2011 Appropriate to the weekend, I built a scenario just for fun where players fight their way to the base of a monolith at the top of a hill then get 'raptured' away when they touch the exit zone. It was a hoot. A word of warning about exiting. I don't know how the game tallies the departed forces for victory points. It might (I can't recall) count them among the dead/surrendered. Maybe I'm recalling an old problem with exit zones in CM:Afghanistan and Normandy's different. 0 Quote Link to comment Share on other sites More sharing options...
noob Posted May 22, 2011 Author Share Posted May 22, 2011 Just to clarify - this QB are you launching it from the QB menu in-game or are you playing it as a standalone scenario. Can't mind for sure but in the QB section does it give you the option of choosing an exit battle (If I recall it mentions attack/probe etc etc)? I'm not to clued up on QBs - Mark Ezra is the QB genius - but I'm thinking it might be something to do with how QBs are set-up and the options but TBH I'm speculating at this. Im generating a quick battle via the quick battle section in the game menu and using a quick battle map i have modified, i have tested it again and troops wont exit the map no matter how many turns i generate with them within the exit zone, im getting the impression that exit zones are only relevant for single player campaign games. 0 Quote Link to comment Share on other sites More sharing options...
MarkEzra Posted May 22, 2011 Share Posted May 22, 2011 RE: QB Map. If your are saying "grab a QB Map, add Exit zones, move the finished Altered Map to the Battle Scen File and play H2H. Absolutely. But keeping the QB Map in the QB Map File and playing it from there will ONLY result in the exit zone being recognized as an "Objective".... the only kind of victory point the QB engine recognizes 0 Quote Link to comment Share on other sites More sharing options...
noob Posted May 22, 2011 Author Share Posted May 22, 2011 RE: QB Map. If your are saying "grab a QB Map, add Exit zones, move the finished Altered Map to the Battle Scen File and play H2H. Absolutely. But keeping the QB Map in the QB Map File and playing it from there will ONLY result in the exit zone being recognized as an "Objective".... the only kind of victory point the QB engine recognizes I see, ok i will try putting it into the scenario file this time, cheers. 0 Quote Link to comment Share on other sites More sharing options...
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