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
.
GlobalVariable: see-weather-always
t/f
If true, then weather changes (in cells that have been seen) will always be reported.
Defaults to true
.
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
.
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
.