Posted: Tue Mar 31, 2009 5:16 pm Post subject: Night Moves - Atomic's Way
Will night moves ever be incorperated into CC? Possibly. Hopefully
its done right. Darker maps and decreased LOS are simply the basics.
Sky conditions should be taken into account towards LOS distances by
day and night. Support, fatigue, disruption (cohesion) have
all been covered by Atomic Games in V For Victory. We dont really have to
learn how to implement them, they have already been done. Can some of
these be implemented into future CC games?
Extracts from V For Victory Reference Manual
To reflect the increased difficulties of moving at night, the
movement point costs of all non–road terrain types are doubled
on night turns, except when there is a full moon and clear, light or
moderate overcast sky conditions. (See "Weather.") In this case,
the movement point costs of all non–road terrain types are
increased by 50 percent.
The movement costs of all non–road terrain types are also
increased by 50 percent on daylight turns when the sky condition
is storm. There is no additional movement effect due to storm
sky conditions on night turns.
Road movement on night turns costs 50 percent more movement
points than in daylight, except when there is a full moon and
clear, light or moderate overcast sky conditions. In this case,
road movement costs are not affected by night.
Road movement costs on daylight turns are not affected by the
sky condition.
Bridges may also be repaired on night turns, but each night turn
only counts as one–half of a game–turn towards the two–turn requirement.
Note that engineer and bridge units engaged in repairing bridges
accumulate fatigue normally (i.e., repairing a bridge is considered
an activity – see "Fatigue").
There are several factors (such as night, or the enemy unit moving
away) that cause you to lose information about an enemy unit.
When this happens, the above–mentioned sequence is reversed.
Night and sky conditions also play a major role; the
darker the night and/or the worse the sky conditions, the less the
information that is obtained. And finally, the Air Superiority
option selected at the beginning of the scenario is also a factor;
the greater the degree of air superiority your side possesses, the
more you learn about all the enemy's units, and the less the
enemy learns about your units.
The disruption experienced by attacking units is
especially pronounced at night.
Conducting any activity on a night turn (including any
movement at all, digging in, constructing a fortification,
repairing a bridge, or participating in combat in any way,
as either an attacker or a defender). This increases a unit's
fatigue by 2.
Complete inactivity on a night turn while in an enemy
zone of control. This decreases a unit's fatigue by 2.
Complete inactivity on a night turn while not in an enemy
zone of control. This decreases a unit's fatigue by 6.
A unit may recover from disruption and fatigue simultaneously,
although inactivity on a night turn is better for recovering from
fatigue. A unit may receive replacements during game–turns
when it is recovering from fatigue and/or disruption.
Barrage and support strengths are halved on night turns.
Destroyers may not conduct fire missions on night turns. They
were fully occupied with more important duties at night –
namely, anti–torpedo boat and anti–submarine patrols.
Also, heavy overcast and storm conditions negate the
beneficial effects of a full moon on movement and zones of
control at night.
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Last edited by mooxe on Wed Apr 01, 2009 5:48 am; edited 1 time in total
Ah...you did remember to turn on your Monitor/LCD when playing the thing right?
BTW, here's a tip for CC night battles:
- use night elements data.
- turn down your monitor/LCD brightness settings...way down.
- use a torch (optional).
Posted: Wed Apr 01, 2009 7:56 am Post subject: Re: Night Moves - Atomic's Way
mooxe wrote:
Will night moves ever be incorperated into CC? Possibly. Hopefully
its done right. Darker maps and decreased LOS are simply the basics.
Sky conditions should be taken into account towards LOS distances by
day and night. Support, fatigue, disruption (cohesion) have
all been covered by Atomic Games in V For Victory. We dont really have to
learn how to implement them, they have already been done. Can some of
these be implemented into future CC games?
Extracts from V For Victory Reference Manual
To reflect the increased difficulties of moving at night, the
movement point costs of all non–road terrain types are doubled
on night turns, except when there is a full moon and clear, light or
moderate overcast sky conditions. (See "Weather.") In this case,
the movement point costs of all non–road terrain types are
increased by 50 percent.
The movement costs of all non–road terrain types are also
increased by 50 percent on daylight turns when the sky condition
is storm. There is no additional movement effect due to storm
sky conditions on night turns.
Road movement on night turns costs 50 percent more movement
points than in daylight, except when there is a full moon and
clear, light or moderate overcast sky conditions. In this case,
road movement costs are not affected by night.
Road movement costs on daylight turns are not affected by the
sky condition.
Bridges may also be repaired on night turns, but each night turn
only counts as one–half of a game–turn towards the two–turn requirement.
Note that engineer and bridge units engaged in repairing bridges
accumulate fatigue normally (i.e., repairing a bridge is considered
an activity – see "Fatigue").
There are several factors (such as night, or the enemy unit moving
away) that cause you to lose information about an enemy unit.
When this happens, the above–mentioned sequence is reversed.
Night and sky conditions also play a major role; the
darker the night and/or the worse the sky conditions, the less the
information that is obtained. And finally, the Air Superiority
option selected at the beginning of the scenario is also a factor;
the greater the degree of air superiority your side possesses, the
more you learn about all the enemy's units, and the less the
enemy learns about your units.
The disruption experienced by attacking units is
especially pronounced at night.
Conducting any activity on a night turn (including any
movement at all, digging in, constructing a fortification,
repairing a bridge, or participating in combat in any way,
as either an attacker or a defender). This increases a unit's
fatigue by 2.
Complete inactivity on a night turn while in an enemy
zone of control. This decreases a unit's fatigue by 2.
Complete inactivity on a night turn while not in an enemy
zone of control. This decreases a unit's fatigue by 6.
A unit may recover from disruption and fatigue simultaneously,
although inactivity on a night turn is better for recovering from
fatigue. A unit may receive replacements during game–turns
when it is recovering from fatigue and/or disruption.
Barrage and support strengths are halved on night turns.
Destroyers may not conduct fire missions on night turns. They
were fully occupied with more important duties at night –
namely, anti–torpedo boat and anti–submarine patrols.
Also, heavy overcast and storm conditions negate the
beneficial effects of a full moon on movement and zones of
control at night.
going a bit further with night battles;
it will increase de importance of the recce teams at tactical level; an attack with proper reconnaissance should have increased chances of success than an attack launched without proper reconnaissance; same could be applied to the defender, with forward observers placed advanced position;
mortars both light and medium, and perhaps artillery support to fire illuminating rounds, burning buildings and vehicles could also help/jeopardize an attack or defense
This triggers a distant memory. Wasn't there once a French website with night maps and elements for the original CC III Western Front mod? Pegasus Bridge was one of the maps.
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