View Full Version : How much "protection does a building offer"
Karagin
November 24th, 2020, 10:46 PM
A two-part question, how much protection does a building offer for a unit in the same hex as it verses near the said building in an adjacent hex, and the second part how much is offered by the building after it's rumble?
Mobhack
November 25th, 2020, 04:52 AM
The building is a defence against fire, and when rubbled it is more effective (if you survive it collapsing on you!).
Karagin
November 25th, 2020, 10:38 AM
The building is a defence against fire, and when rubbled it is more effective (if you survive it collapsing on you!).
So if the weapon is doing HE Kill 3 then the building would shave off a point or two of that?
DRG
November 25th, 2020, 10:57 AM
In a general "rule of thumb" way, yes but how well a unit does under fire and the casualties it may take are more related to that units experience, morale, suppression and status, and the firing units experience, morale, suppression, and status. The cover it might be in is another factor in the equation
An experienced unit has less chance of taking casualties than a less experienced one generally but the game deliberately has multiple variables thrown it to keep things "interesting" so sometimes a unit can "get lucky" with its cover and concealment....and sometimes not
Mobhack
November 25th, 2020, 12:35 PM
And other than some generalities, we wont be disclosing any game algorithms as that is covered by the NDA with SSI.
Plus it is not some siplistic hex shift table ALA squad leader etc, its lots of little functions that call subroutines so even if you had the C code in front of you then you'd have to walk through it with a bucket of dice several hundred times in order to get the gist of it.
That is why the gun penetration tool does 1000 rounds per range sample bucket. 1000 samples of runs through the mill gives a useful indication, and a monte carlo simulation is really about the best way to get a feel for the code.
Bottom line to your question
- buidings protect somewhat
- rubbled buildings are better cover still (with no more collapse chance)
- collapsing buildings can kill troops or immobilise vehicles butting into them
DRG
November 25th, 2020, 12:38 PM
...and stone buildings protect somewhat more than wooden buildings....
Aeraaa
November 25th, 2020, 12:51 PM
are more related to that units experience, morale, suppression and status
I wanted to ask that tbh so I believe now it's a good chance: more suppression for the unit taking fire=higher or lower chance to be hit? Intuitively, it should be the latter as suppressed soldiers hug the ground, but I could not figure out which is the case in the game.
DRG
November 25th, 2020, 01:30 PM
Range to target is also a factor. But, yes if a unit has "hit the dirt" and are stationary they would be harder to hit but if the firing unit is not suppressed and has moved adjacent they are probably dead meat.
Karagin
November 25th, 2020, 01:41 PM
Follow up. How tall are the buildings?
DRG
November 25th, 2020, 02:13 PM
Like everything else in this game ( and the real world...) it varies.
Open the map editor and randomly place some buildings on a flat map. Now pass the cursor over the top of each hex they are in and the info bar at the top of the screen will tell you
http://forum.shrapnelgames.com/attachment.php?attachmentid=16196&stc=1&d=1606327957
The first number is the hex height
The second is the height of the object
The third is the total of the hex height and the object height ( could be a building...could be a tree )
.
Shan
November 30th, 2020, 08:36 AM
Like everything else in this game ( and the real world...) it varies.
Open the map editor and randomly place some buildings on a flat map. Now pass the cursor over the top of each hex they are in and the info bar at the top of the screen will tell you
http://forum.shrapnelgames.com/attachment.php?attachmentid=16196&stc=1&d=1606327957
The first number is the hex height
The second is the height of the object
The third is the total of the hex height and the object height ( could be a building...could be a tree )
.
Interesting! So I assume the density refers to vision blocked by the hex? I noticed grass gives you 20% for example.
Sorry I just bought the extended game version recently and havent grasped all its features over the free DL version yet (and yeah,I do consult the manual... At times :))
Mobhack
November 30th, 2020, 08:47 AM
Density is how the hex blocks LOS - which also depends on things like the visibility of the map (in very high vis, you can see a little deeper into woods and other cover so on a dull overcast day a line of orchard trees may hide your unit, in a bright summers day, not so much).
DRG
November 30th, 2020, 11:44 AM
.....and density is cumulative hex to hex
Imp
December 2nd, 2020, 05:25 AM
As mentioned density is cumulative & effected by the global visibility.
Maps with lots of hinderance terrain like tall grass, orchards etc can play quite differently at lower visibility levels as more hexes are blocked.
Vision aids also play a part most noticeably at lower vision levels, occasionally units with them can see through more hinderance hexes than those without.
georgesedlak
March 28th, 2021, 11:08 AM
One more question, sometimes I rubble a building with an AFV just for the cover. Does backing into a building lessen the chance of getting disabled, did some testing but it was inconclusive, thanks.
DRG
March 28th, 2021, 12:06 PM
The test is just on entering......forward or backwards doesn't matter so much as how fast you were going when you crashed into it. Like a lot of other sticking chances in the game, higher speed increases your chance of disablement IIRC
Felix Nephthys
March 28th, 2021, 08:23 PM
The test is just on entering......forward or backwards doesn't matter so much as how fast you were going when you crashed into it. Like a lot of other sticking chances in the game, higher speed increases your chance of disablement IIRC
Godzilla, the only one who doesn't care whether or not breakdowns are on or off in your preferences.
https://nypost.com/wp-content/uploads/sites/2/2019/11/godzilla-36.jpg?quality=80&strip=all&w=1024
sigeena
April 1st, 2021, 01:24 AM
I came across S. Building and W. Building. Straightforward enough, Stone and Wood.
I also came across A. Building. What does it mean? Is it stronger than S and W?
For facing lighter arty, does S have a lesser chance of crumbling as well, as compared to W?
Mobhack
April 1st, 2021, 05:59 AM
For some reason unknown - an S building in desert terrain is changed to use "A. Building" - perhaps adobe? (When using the new desert buildings tiles)
Stone buildings are stronger, so provide more cover for infantry and are less likely to be rubbled by artillery.
DRG
April 1st, 2021, 07:41 AM
For some reason unknown - an S building in desert terrain is changed to use "A. Building" - perhaps adobe? (When using the new desert buildings tiles).
It's been quite awhile since that was done but yes the A does refer to Adobe and for game purposes it's stone
if (IsDesertBuilding(x,y)==1)
Print("A.Building ");
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