Alternative LoS (instead of base game's 20)?

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
Karvon
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Re: Alternative LoS (instead of base game's 20)?

Post by Karvon »

Chatting with AI, apparently, adding an exclusion for routing units is fairly simple. Suggested code has been provided and I'll test that option once I've finished testing V5. I've set routers to a los of 1.

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Re: Alternative LoS (instead of base game's 20)?

Post by tyronec »

As I recall, units are being stopped when spotting new units. I'm not sure about the undo, though; I'll watch for that.

OK; I just did a quick SP test and units are functioning as in the regular game; they stop when first spotting a unit and undo is disabled.

Karvon
There is definitely something off with Undo in Medieval MP but it doesn't happen all of the time.
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Re: Alternative LoS (instead of base game's 20)?

Post by Karvon »

I haven't tested V5 of Medieval yet; I'll be doing that this week hopefully.

I'm currently running 6 Ancients games and no issues have popped up so far in first 2-3 turns.

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Re: Alternative LoS (instead of base game's 20)?

Post by Maeglyr »

Karvon wrote: Sun May 17, 2026 5:41 am I haven't tested V5 of Medieval yet; I'll be doing that this week hopefully.

I'm currently running 6 Ancients games and no issues have popped up so far in first 2-3 turns.

Karvon
Yeah, no problems.

I'm here for tests games in Medieval if needed.

Good idea to put the LoS routers at 1. But what if they rallied ? The LoS come back to 9 automatically ?
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Re: Alternative LoS (instead of base game's 20)?

Post by Karvon »

Maeglyr wrote: Sun May 17, 2026 11:25 am
Yeah, no problems.

I'm here for tests games in Medieval if needed.

Good idea to put the LoS routers at 1. But what if they rallied ? The LoS come back to 9 automatically ?
Yes, once rallied they have the standard LOS restored as well.

After testing various options, I'm planning on a LOS of 2 for routers. Lowering the variable further produced irregular LOS zones.

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Re: Alternative LoS (instead of base game's 20)?

Post by Karvon »

OK, I've done a number of SP tests of Medieval/TimeWarp, and things seem to be working fine, so I'm posting a few test games for MP test next. Download the zip below, if you'd like to try it out.

Here's a link to the zip which includes both versions. Place copies in both campaign and multiplayer folders.

https://drive.google.com/file/d/14j_BQO ... drive_link

Regards,

Karvon
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Re: Alternative LoS (instead of base game's 20)?

Post by Karvon »

Testing of V5 base has finished, and I've posted copies to Richard for inclusion to the in-game content download option.

I have done some testing on a variant that sets routers' LOS to 0. There are a few exceptions, which I have not been able to eliminate. Units in contact with the routers will remain visible. Units visible on the turn the routers break will remain visible through the end of the turn. I tried some other range options, such as 1 or 2, but got less consistent results. The LOS tool does not always accurately display the correct LOS of routed units, so don't rely on that.

Here are the links; extract and copy the files to the campaigns folder for SP and to the multiplayer folder for MP use.

Ancients
https://drive.google.com/file/d/17TxwZR ... drive_link

Medieval
https://drive.google.com/file/d/1AvCtOO ... drive_link

Please feel free to leave any feedback you have on the mods.

Regards,

Karvon
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Re: Alternative LoS (instead of base game's 20)?

Post by Maeglyr »

I'm on it !

Just an idea : we don't test the mod on miror matchs. Is it possible that the miror thing generate the bug ?
In regular, both players are on "player role" but in miror, there is a player role and a AI role for each match, no ?
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Re: Alternative LoS (instead of base game's 20)?

Post by Karvon »

Maeglyr wrote: Sun May 24, 2026 11:19 am I'm on it !

Just an idea : we don't test the mod on miror matchs. Is it possible that the miror thing generate the bug ?
In regular, both players are on "player role" but in miror, there is a player role and a AI role for each match, no ?
No, a mirror match simply runs two games using the same map and base lists with the players playing each side; there's no ai involved in such games.

I haven't tested mirror matches, but rather doubt they are any different in terms of the LOS routines.

Karvon
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