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Vision

Basic Vision

GlobalVariable: see-all t/f

This variable is true if everything in the world, units, terrain, etc, is always visible at all times, including initially. It takes precedence over all other visibility and spying parameters. Defaults to false.

GlobalVariable: see-terrain-always t/f

If this variable is true, then any side that has seen the terrain of a cell will be informed if that terrain ever changes. Defaults to true.

UnitTypeProperty: see-always t/f

This property is true when a unit is always visible after it has been seen once, so that side changes, movements, etc will be seen forever afterwards. If the unit moves into terrain that has not been seen, then that terrain also becomes seen as well. Defaults to false.

UnitTypeProperty: see-occupants t/f

This property is true when a unit's occupants are also seen whenever the unit itself is under observation. Defaults to false.

UnitTypeProperty: spot-action t/f

If this property is true, then the unit's chance to be seen by other sides will be tested each time the unit acts in any way. This property is in addition to the check at the beginning of each turn. Defaults to true.

The people in a cell effectively view (for their side) all units in that cell. Some units can hide from the people.

Table: people-see-chance u m -> n%

This table is the chance that the people of the given type m will see a unit of type u. This will be evaluated for each people type individually, once at the beginning of each turn, and once for each populated cell that the unit enters during the turn. Defaults to 100.

UnitTypeProperty: vision-range dist

This property is the maximum range of vision coverage by the unit. A value of -1 disables all vision, 0 means only units in the same cell may be seen, and 1 means units in adjacent cells may be seen. Defaults to 1.

Table: see-chance-at u1 u2 -> n%

This table is the chance that a unit u1 will see another sides's unit of type u2 when both are in the same cell. Defaults to 100.

Table: see-chance-adjacent u1 u2 -> n%

This table is the chance that a unit u1 will see another sides's unit of type u2 when the two are in adjacent cells. Defaults to 100.

Table: see-chance u1 u2 -> n%

This table is the base chance that a unit u1 will see a unit u2 in cells at distance 2 or greater. Defaults to 100.

Table: visibility u t -> n

This table is the effect of terrain t on a unit u's chances of being seen. Values less than 100 are reduced visibility, values greater than 100 increase the unit's chances to be seen. Defaults to 100.

Table: vision-night-effect u t -> n

This table is the multiplier for unit u's vision at night in each type of terrain t. Effect is to multiply with both vision range and see-chance. Defaults to 100.

Weather Vision

GlobalVariable: see-weather-always t/f

If true, then weather changes (in cells that have been seen) will always be reported. Defaults to true.

Line of Sight

UnitTypeProperty: vision-bend n

This property is the amount by which a unit can see "around corners". 0 means that vision is strictly line-of-sight, while 100 means that elevations never obstruct vision. Defaults to 100.

Table: eye-height u t -> dist

This propety is the additional elevation above the unit's position that a unit can see with, when in the given terrain. Defaults to 0.

TerrainTypeProperty: thickness dist

This property is the thickness of the terrain, which is the difference between the "ground" of the terrain and its top. Defaults to 0.

Spying

A unit type can also be specified to do spying automatically. The outcome of spying is calculated once/unit/turn, at the beginning of the turn (after move calculation but before any players can do anything). Spying can happen to any unit not on the spying unit's side.

UnitTypeProperty: spy-chance .01n%

This property is the chance that the unit will be successful at spying. Defaults to 0.

UnitTypeProperty: spy-range dist

This property is the maximum distance at which the unit will find out something by spying. Defaults to 0.

Table: spy-quality u1 u2 -> n%

This table gives the chance that u1's spying will return information about a unit of type u2 that is within the spying range. Defaults to 100.


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