Don Maddox
29 Feb 04, 20:06
HPS,
Here are some more questions for you.
1. In scenario 3, some of the bridges seem to be in incorrect locations. For instance, 893, 859, and 823 don’t make good sense to me. The other bridges on this map rest directly on the hex side and make sense as they seem to be “on” the river, but these three lie squarely in the middle of the hex. Why? It looks as if they aren’t doing anything in this position.
2. There are bridge icons in 683 and 718, which are the two hexes which are adjacent to the river on either side. Are these two bridges actually doing anything as they aren’t “on” the river? If they are, does that mean the game engine sees the river as occupying the entire hex?
3. Does the game engine see a road or trail as occupying the entire hex, or only those specific hex sides which it crosses over? In other words, if a unit enters a hex which has a road, but the unit did not cross into it via the particular hex side where the road is, does the unit gain any movement benefit? How does this work? :hmmm:
4. What are the bridge icons in the main POA2 directory for? (Bridge NS.bmp)? Bridge icons in the game are marked with big yellow circles, so are these icons even used by the program? If so, what are they for?
On a related note, one of the reasons I am putting so much effort into the new hex symbols is because of the problems I see with the whole topographic map set up. First, creating accurate topographic maps is very difficult because of the cumbersome way in which the “working set” must be used to keep from covering over the entire topo bmp, thus masking it from view while map creation is still in progress. It’s obvious that the original scenario authors struggled with this issue because now that I am paying attention, I have spotted some rather obvious -- and serious -- discrepancies between what the topo bmp image shows and the terrain that’s actually in the hex. This probably wouldn’t be a big deal in a sim of higher command level, but these engagements are small and terrain is terribly important. A couple of the maps have entire villages which are missing from the map (although they are clear on the topo map. Maps that use my terrain symbols will completely nix this problem as the player will see exactly the same thing at all three zoom levels. There will be no chance that what one sees at zoom 1 will be suddenly become something different at zoom 3.
I’m putting a lot of time and effort into this revised set, and I want it to be the “standard” for POA2 players that game on non-topographic maps.
Here are some more questions for you.
1. In scenario 3, some of the bridges seem to be in incorrect locations. For instance, 893, 859, and 823 don’t make good sense to me. The other bridges on this map rest directly on the hex side and make sense as they seem to be “on” the river, but these three lie squarely in the middle of the hex. Why? It looks as if they aren’t doing anything in this position.
2. There are bridge icons in 683 and 718, which are the two hexes which are adjacent to the river on either side. Are these two bridges actually doing anything as they aren’t “on” the river? If they are, does that mean the game engine sees the river as occupying the entire hex?
3. Does the game engine see a road or trail as occupying the entire hex, or only those specific hex sides which it crosses over? In other words, if a unit enters a hex which has a road, but the unit did not cross into it via the particular hex side where the road is, does the unit gain any movement benefit? How does this work? :hmmm:
4. What are the bridge icons in the main POA2 directory for? (Bridge NS.bmp)? Bridge icons in the game are marked with big yellow circles, so are these icons even used by the program? If so, what are they for?
On a related note, one of the reasons I am putting so much effort into the new hex symbols is because of the problems I see with the whole topographic map set up. First, creating accurate topographic maps is very difficult because of the cumbersome way in which the “working set” must be used to keep from covering over the entire topo bmp, thus masking it from view while map creation is still in progress. It’s obvious that the original scenario authors struggled with this issue because now that I am paying attention, I have spotted some rather obvious -- and serious -- discrepancies between what the topo bmp image shows and the terrain that’s actually in the hex. This probably wouldn’t be a big deal in a sim of higher command level, but these engagements are small and terrain is terribly important. A couple of the maps have entire villages which are missing from the map (although they are clear on the topo map. Maps that use my terrain symbols will completely nix this problem as the player will see exactly the same thing at all three zoom levels. There will be no chance that what one sees at zoom 1 will be suddenly become something different at zoom 3.
I’m putting a lot of time and effort into this revised set, and I want it to be the “standard” for POA2 players that game on non-topographic maps.