Alternative LoS (instead of base game's 20)?
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kronenblatt
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Alternative LoS (instead of base game's 20)?
I've been thinking some time about the line-of-sight range. Base game's is 20, which to me is too long.
What would be a challenging yet enjoyable range for MP games? I'm thinking 10 or maybe 7, which could make a true difference to MP and add more nerve. 5 may be too low, but is worthwhile considering.
Thoughts and ideas?
What would be a challenging yet enjoyable range for MP games? I'm thinking 10 or maybe 7, which could make a true difference to MP and add more nerve. 5 may be too low, but is worthwhile considering.
Thoughts and ideas?
kronenblatt's campaign and tournament thread hub:
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https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: Alternative LoS (instead of base game's 20)?
Yeah, I'd prefer a shorter LOS; wish it was an option in game settings actually. I think you might consider setting it to max range of heavy artillery.
Karvon
Karvon
Chaos Tourney and Little Wars Organizer, TDC VIII Bronze Age Coordinator. WTC US Team Hell on Wheels Captain.
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kronenblatt
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Re: Alternative LoS (instead of base game's 20)?
That's 9, right? For half effect or something, and 6 range for full effect?
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
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Re: Alternative LoS (instead of base game's 20)?
Correct.
Chaos Tourney and Little Wars Organizer, TDC VIII Bronze Age Coordinator. WTC US Team Hell on Wheels Captain.
Re: Alternative LoS (instead of base game's 20)?
One square is 60 x 60 paces, so, unless I am mistaken, being able to see men 20 squares away is not unrealistic which of course doesn't mean you can't chose any other LOS you’d find more interesting|challenging 
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kronenblatt
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Re: Alternative LoS (instead of base game's 20)?
Yup, it’s the challenge and changed dynamics of the game.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: Alternative LoS (instead of base game's 20)?
I haven't looked at the code but it could also be possible to make the elevation of the spotter and the terrain and type of the unit being spotted affect the ranges. That could add a lot of new dynamics to the game even if rather gamey.
Re: Alternative LoS (instead of base game's 20)?
I think LOS dynamics are hardcoded in the unity engine, so not sure if you add elevation elements to a mod or not. You might be able to modify by unit type though.
Karvon
Karvon
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pipfromslitherine
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Re: Alternative LoS (instead of base game's 20)?
FoG2 isn't written in Unity. Perhaps you are thinking of the original FoG?
Cheers
Pip
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Pip
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Re: Alternative LoS (instead of base game's 20)?
Here are the visibility rules from WRG 7th as a point of reference:
In the WRG Ancients 7th Edition rules (7th Ed) the visibility/line‐of‐sight (LOS) limits are detailed under the “Visibility” section.
Here are the key limits:
Daylight / clear conditions, open ground
Troops in the open on low ground: visible up to 720 paces.
If either viewer or target is on higher ground: visible up to 1,200 paces.
Reduced-light conditions
Dusk / dawn: visible up to 240 paces.
Moonlight: visible up to 120 paces.
Moonless or cloudy night: visible up to 80 paces.
Adverse weather / dust / mist / etc
Falling rain (day or night): visibility halved from the normal value.
Falling snow, mist, dust storms, or moving/shooting troops raising dust within 240 paces:
Day: max visibility 160 paces.
Dawn/dusk: max visibility 80 paces.
Night: max visibility 40 paces.
Terrain & concealment adjustments
Troops inside a wood or built-up area: cannot be seen from beyond 40 paces (unless they are less than that inside) and from an orchard/olive grove: up to 120 paces.
Troops making approach moves or halted in vineyards, marsh, rocky areas or brush: cannot be seen beyond 120 paces.
Troops at least halfway up hills: cannot be seen or see others beyond 480 paces when there is an intervening crest, ridge, knoll, wood, etc. Those lower on hills cannot see over those obstacles at all.
Troops on same hill: cannot see each other beyond 80 paces. Across any crest: beyond 40 paces they cannot see.
In the WRG Ancients 7th Edition rules (7th Ed) the visibility/line‐of‐sight (LOS) limits are detailed under the “Visibility” section.
Here are the key limits:
Daylight / clear conditions, open ground
Troops in the open on low ground: visible up to 720 paces.
If either viewer or target is on higher ground: visible up to 1,200 paces.
Reduced-light conditions
Dusk / dawn: visible up to 240 paces.
Moonlight: visible up to 120 paces.
Moonless or cloudy night: visible up to 80 paces.
Adverse weather / dust / mist / etc
Falling rain (day or night): visibility halved from the normal value.
Falling snow, mist, dust storms, or moving/shooting troops raising dust within 240 paces:
Day: max visibility 160 paces.
Dawn/dusk: max visibility 80 paces.
Night: max visibility 40 paces.
Terrain & concealment adjustments
Troops inside a wood or built-up area: cannot be seen from beyond 40 paces (unless they are less than that inside) and from an orchard/olive grove: up to 120 paces.
Troops making approach moves or halted in vineyards, marsh, rocky areas or brush: cannot be seen beyond 120 paces.
Troops at least halfway up hills: cannot be seen or see others beyond 480 paces when there is an intervening crest, ridge, knoll, wood, etc. Those lower on hills cannot see over those obstacles at all.
Troops on same hill: cannot see each other beyond 80 paces. Across any crest: beyond 40 paces they cannot see.
Chaos Tourney and Little Wars Organizer, TDC VIII Bronze Age Coordinator. WTC US Team Hell on Wheels Captain.
Re: Alternative LoS (instead of base game's 20)?
Heh, not a programmer, so not up on the details of the game engine; the point being I'm pretty sure all the LOS geometry calculations regarding terrain are hard-coded into the game engine, though my understanding from past RBS posts is range is modifiable via mods. Thus, we can't change how hills affect LOS, for example.pipfromslitherine wrote: ↑Fri Oct 31, 2025 8:01 pm FoG2 isn't written in Unity. Perhaps you are thinking of the original FoG?
Cheers
Pip
Regards,
Karvon
Chaos Tourney and Little Wars Organizer, TDC VIII Bronze Age Coordinator. WTC US Team Hell on Wheels Captain.


