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Old November 30th, 2012, 11:31 AM
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DRG DRG is offline
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Exclamation Re: Sighting Issue

Quote:
Originally Posted by Warmonger View Post

......just what does a height level represent, 1 meter, 5, 10?

Here's the best answer I've come up with since we added some added height functions to the extended map editor.

Next release the extended map editor will read exactly what the hex height is, any obstacle in the hex ( trees, grass, buildings etc etc ) and the sum of those two values and you will be able to fine tune both the height of the ground as you can now but also the obstacle.

Now........ this is important....... we are dealing with some game abstraction here.......some people don't like abstractions but it's a fact of life with SP and it's not going to change. Its a game, not reality.

The game does not block LOS BEHIND a "bump" in the map until it gets to be 4 high. It will allow you to see over and behind any "bump" 3 and under. For simplicity I have pegged each "height" at 18 inches although that could be further refined

If a unit is standing at zero height directly behind a 4 high "bump" that is three hexes long , LOS will be blocked for 2 hexes behind the bump. If that 4 high bump is 4 hexes long, LOS will be blocked completely right across the map. If the bump is 5 high even one hex will totally block LOS.

I'm sure if I spent the time I could do the math that would give a refined estimate but I think for sake of argument 18 inches is close enough which would put each hill level 15 feet high.

The closest, easiest conversion to metric would be each height represents .5 meters and each hill level represents 5 metres of height


Don

Last edited by DRG; November 30th, 2012 at 11:40 AM..
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  #2  
Old December 1st, 2012, 04:35 AM

jivemi jivemi is offline
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Default Re: Sighting Issue

Quote:
Originally Posted by DRG View Post
Quote:
Originally Posted by Warmonger View Post

......just what does a height level represent, 1 meter, 5, 10?
The game does not block LOS BEHIND a "bump" in the map until it gets to be 4 high. It will allow you to see over and behind any "bump" 3 and under. For simplicity I have pegged each "height" at 18 inches although that could be further refined

If a unit is standing at zero height directly behind a 4 high "bump" that is three hexes long , LOS will be blocked for 2 hexes behind the bump. If that 4 high bump is 4 hexes long, LOS will be blocked completely right across the map. If the bump is 5 high even one hex will totally block LOS.

I'm sure if I spent the time I could do the math that would give a refined estimate but I think for sake of argument 18 inches is close enough which would put each hill level 15 feet high.

The closest, easiest conversion to metric would be each height represents .5 meters and each hill level represents 5 metres of height


Don
Ah, so THAT'S it! I'd been wondering how odd it was that units could often "see through" higher elevations and thought it was some kind of glitch. Not anymore.

Thanks much for your detailed explanation Don. Maybe this oughtta be stickied or something. It sure clears up a lot of confusion over LOS.
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Old December 1st, 2012, 03:51 PM

Warmonger Warmonger is offline
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Default Re: Sighting Issue

Don,

Thanks for your explanation, but I'm a bit confused. When I mouse over a hex the top text specifies the height, which you state is approx. .5 meter. OK, but what is a hill level? I've never seen it indicated on the map.

So based on your height estimate, a one story building would be about a 10 height obstruction. Fully grown trees would be about a 35 height obstruction. These would be added to the hex height to determine the full obstruction height. Is this right?
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