(08-20-2011, 01:00 AM)Rabbit Wrote: Hi Oz,
I don't know if this is an issue for others, but I have noticed that some of the BMP images for the tree, town and village hexes seem harder to see than I remember them being in previous titles. If you look at the screenshot below, the solid black arrows point to tree, town and village hexes that are easy to recognize. The green arrows indicate tree hexes which are hard to distinguish from field hexes and the red arrows point to town and village hexes that look like just the outlines of buildings.
It's mostly an aesthetics thing; though distinguishing trees from fields can slightly affect gameplay due to differences the terrain protection and line of site.
Best,
Bill
I think if you check the coding for these different hexes you will see why they are different. This I think was meant as an enhancement to the game and the map-not an error. The other games don't have this I believe because the maps have not been updated to take advantage.
Certain codes may follow the terrain description that identifies specific features of that terrain:
• K – The Terrain is Cratered.
• X – The terrain is Destroyed.
• I – Indirect Fire is not possible from this hex.
• W – The hex may not be entered by Wheeled Vehicles not using road movement.
• T – The hex may not be entered by Tracked Vehicles not using road movement.
• V – The hex may not be entered by either Wheeled or Tracked Vehicles not using road movement.
• O – The terrain is Obstructed and prevents landing by helicopters.
• C – The terrain is Covered and generates a special Immobile test when vehicles assault into it.
So one represents useable buildings the other shells of buildings. One represents virgin woods and the other remains.