Troop Visibility

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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Cunningcairn
Sr. Colonel - Wirbelwind
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Troop Visibility

Post by Cunningcairn »

I am playing two very interesting games where both battlefields are dominated by woods and troops are not clearly visible to anyone. The armies have roughly the same composition and number of units so there is no clear advantage and maneuver is going to be a key factor in deciding the victors. My enjoyment however has been cut short during my opponents move when his moves were displayed with Fall Back icons from the middle of the woods. My nearest troops are 6 or 7 moves away and surely should not have any idea of what he was doing. Why are these clues been given to opponents? In other games where there are not so many woods a good ambush is exposed when turning facing as the opponent can here this happening or the turn of face actually means they can be seen. This is all counter productive to promoting victory by good tactics.
rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: Troop Visibility

Post by rbodleyscott »

Fixing this issue is on our to do list.
Richard Bodley Scott

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Cunningcairn
Sr. Colonel - Wirbelwind
Sr. Colonel - Wirbelwind
Posts: 1723
Joined: Mon Mar 11, 2013 6:05 am
Location: Christchurch, New Zealand

Re: Troop Visibility

Post by Cunningcairn »

rbodleyscott wrote: Mon Mar 25, 2019 6:28 pm Fixing this issue is on our to do list.
Thanks!
Morbio
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Re: Troop Visibility

Post by Morbio »

There can also be a clue in a unit's potential movement path. Sometimes hexes that can logically moved to aren't shown because there is a hidden unit with ZOC influence. IMO the full range of movement should be shown and the restriction only applied once the hidden unit is seen. I did post on this a while back and I'll see if I can find the post and link it here.

Here it is: http://www.slitherine.com/forum/viewtop ... en#p742277
rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: Troop Visibility

Post by rbodleyscott »

Morbio wrote: Tue Mar 26, 2019 12:30 pm There can also be a clue in a unit's potential movement path. Sometimes hexes that can logically moved to aren't shown because there is a hidden unit with ZOC influence. IMO the full range of movement should be shown and the restriction only applied once the hidden unit is seen. I did post on this a while back and I'll see if I can find the post and link it here.

Here it is: http://www.slitherine.com/forum/viewtop ... en#p742277
Yes, this is something that might be separately addressed at some point. IIRC there were issues making it problematic to fix.

For one thing the engine won't show movement highlighting for squares that a unit cannot physically move to because of a unit on the square. Our scripts can tell the engine not to highlight tiles that were included in the default highlighting, but can't tell it to highlight tiles that were not included in the default highlighting.
Richard Bodley Scott

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