Holien Posted August 8, 2011 Share Posted August 8, 2011 Anyone got any Mods or tricks to spot the difference I am old and getting confused and plotting orders through what I think are hedges and then the orders get moved as I guess it must be bocage? I hope BTS will take heed of the suggestion to see if they can re-plot moves to show the path the unit will take if impassible terrain is found. Until then I need an easy way to tell the difference. I am hoping someone has a way or a mod to make it easier on the eyes to spot gaps and hedge vs low bocage... 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted August 8, 2011 Share Posted August 8, 2011 Look at the base. All bocage is on a low berm. Hedge never is (unless the scenario designer decided to pull a trick on you). Michael 0 Quote Link to comment Share on other sites More sharing options...
womble Posted August 8, 2011 Share Posted August 8, 2011 Look at the base. All bocage is on a low berm. Hedge never is (unless the scenario designer decided to pull a trick on you). Michael 'Tain't always very obvious, that berm, 'sepcially in low light conditions. 0 Quote Link to comment Share on other sites More sharing options...
YankeeDog Posted August 8, 2011 Share Posted August 8, 2011 Hedge is also significantly narrower in depth than low bocage; this is another way to tell. 0 Quote Link to comment Share on other sites More sharing options...
mjkerner Posted August 8, 2011 Share Posted August 8, 2011 A thoughtful scenario designer will put a different colored tile under the gaps, which would reflect reality anyway becaue foot and animal paths would wear the ground there. 0 Quote Link to comment Share on other sites More sharing options...
Sgt Schultz Posted August 8, 2011 Share Posted August 8, 2011 The hedge foliage is thinner, shorter, different colored(mod-dependant i suppose) and as stated above; hedge has a flat base while low bocage has that hump. The best way to really get used to the difference is to crank up the editor and lay a few of each in rows near each other. ... give me a minute ... BRB Back ... hedge ... low bocage ... combination of the two ... Once you see them next to each other the differences becomes more apparent. When a designer doesnt want to give a full break in bocage, a single tile of hedge can work. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted August 9, 2011 Share Posted August 9, 2011 I often joke that players tend to raise their camera level to a height where things start to be difficult to make out and cool detail disappears - then they stick with that height to play at! I suppose in the 'real world' if you were hovering 30 feet off the ground and 30 feet back you might have difficulty distinuishing low bocage from hedges too. 0 Quote Link to comment Share on other sites More sharing options...
LJFHutch Posted August 9, 2011 Share Posted August 9, 2011 I often joke that players tend to raise their camera level to a height where things start to be difficult to make out and cool detail disappears - then they stick with that height to play at! I suppose in the 'real world' if you were hovering 30 feet off the ground and 30 feet back you might have difficulty distinuishing low bocage from hedges too. Haha, classic! 0 Quote Link to comment Share on other sites More sharing options...
Stingray Posted August 9, 2011 Share Posted August 9, 2011 Maybe some kind modder can do sumfink to help ole' geezers with bad eyesight like me. How about making the hedges light green? A nice flourecent-neon pink will also do the trick. 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted August 9, 2011 Share Posted August 9, 2011 As stated, the only effective means to tell them apart is to, well, put them together. Otherwise, you will continually mistake one for the other. I would willingly load a mod which has hedges shaded a neon orange just to avoid this issue. You're not the first to hit this problem, and you won't be the last. Ken 0 Quote Link to comment Share on other sites More sharing options...
GreenAsJade Posted August 9, 2011 Share Posted August 9, 2011 I totally agree: unless I have some of each on the map I'm on, I can't tell which is which, still. I may be getting better, but it's slow, mistakes often. I haven't looked at "how to mod CMBN" yet myself. Is there some fundamental reason why hedge has to look like bocage? Or does someone just need to get down and do some yellow hedges? BTW: Is the little berm of low bocage comparable in cover to high bocage, or is low bocage more like a hedge-you-can-go-through? 0 Quote Link to comment Share on other sites More sharing options...
GreenAsJade Posted August 9, 2011 Share Posted August 9, 2011 Once you see them next to each other the differences becomes more apparent. WOW! Excellent demonstration of the problem. I look at your first two pictures and I can't tell which is which, yet when you put them together like that it's so obvious. It's due to scale. Zoom in on a hedge and it looks like low bocage! GaJ 0 Quote Link to comment Share on other sites More sharing options...
Holien Posted August 9, 2011 Author Share Posted August 9, 2011 Please Please Please can any modder do something to help? Maybe make the low berm stand out more in a bright brown colour... S*d the looks I just need to be able to tell gaps and low bocage from hedge.... Too many loses of vehicles and infantry as we play HtH via PBEM. A minute is a long time to watch a vehicle go the wrong way when you think it should be able to drive through a hedge..... 0 Quote Link to comment Share on other sites More sharing options...
James Crowley Posted August 9, 2011 Share Posted August 9, 2011 I hope BTS will take heed of the suggestion to see if they can re-plot moves to show the path the unit will take if impassible terrain is found. Until then I need an easy way to tell the difference. I am hoping someone has a way or a mod to make it easier on the eyes to spot gaps and hedge vs low bocage... Amen to that. 0 Quote Link to comment Share on other sites More sharing options...
Childress Posted August 9, 2011 Share Posted August 9, 2011 I opened up the scenario Last Defence in the editor for the purpose of adding earth tiles to the gaps in the long line of low bocage guarding- oddly- the first row of houses facing the assaulting Germans. I then discovered that there were NO gaps in the bocage, effectively channelling the demo charge lacking Germs into two implausible kill sacks. In the next version the maker/adapter might consider turning the bocage into hedge tiles. 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted August 9, 2011 Share Posted August 9, 2011 I opened up the scenario Last Defence in the editor for the purpose of adding earth tiles to the gaps in the long line of low bocage guarding- oddly- the first row of houses facing the assaulting Germans. I then discovered that there were NO gaps in the bocage, effectively channelling the demo charge lacking Germs into two implausible kill sacks. In the next version the maker/adapter might consider turning the bocage into hedge tiles. Spoiler alert... 0 Quote Link to comment Share on other sites More sharing options...
Holien Posted August 9, 2011 Author Share Posted August 9, 2011 Childress I have already been in touch with Mark Ezra and it won't be changed... His comments..... "Looked at the map: Yes...the east-west road does have a low bocage tile and was used to allow a bit of infantry protection and mildly constrain vehicles... there is plenty of access along the roads and through the forest." We are at the hands of the designers and I hope by keep raising the issue they might take note and we might get a mod if some one is kind enough to help out... 0 Quote Link to comment Share on other sites More sharing options...
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