Is it possible for the game engine to support units blocking LOS?

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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pompeytheflatulent
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Is it possible for the game engine to support units blocking LOS?

Post by pompeytheflatulent »

Random idea: Could the game engine support having enemy units block line of sight for the player similar to how terrain block LOS? Either through mods or a check box in the options menu. It could create interesting options in battle. Some historical examples I could think of:

- Scipio Africanus at Zama left lanes in his lines to funnel elephants, then masked the gaps from the Carthaginians by putting velites in front.
- The Thebans stacking one end of their phalanx stupidly deep against the Spartans, which the Spartans would be unable to tell looking at ground level from the front.
- Julius Caesar at Pharsalus and the Alamanni at Strasbourg hid infantry among/behind their cavalry, surprising their opponents.
rbodleyscott
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Re: Is it possible for the game engine to support units blocking LOS?

Post by rbodleyscott »

This has been discussed at length in another thread a long time ago. It would theoretically be possible but for various reasons we decided not to do it.
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MVP7
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Re: Is it possible for the game engine to support units blocking LOS?

Post by MVP7 »

Considering how finicky the LOS mechanics are, I don't think the concealment would work in most situations. Even when it did, it would be more likely messing with the undo button or the AI than be a part of some stratagem. Without markers it would be almost impossible to figure out what squares a unit could be hiding in and marking all the possible hiding squares would look ugly as well (and that's cumulative with less units being visible in battles).

Personally I don't think modeling more concealment is worth the effort. It would add very little, especially to single player, and it would add a whole bunch of small annoyances and inconveniences.

The only buff to concealment mechanics I'd like to see is forests concealing units a bit better so you wouldn't have to have the units two squares deep in the forest and away from corners to keep them hidden from half the battlefield away.
pinwolf
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Re: Is it possible for the game engine to support units blocking LOS?

Post by pinwolf »

MVP7 wrote: Sun Nov 24, 2019 7:05 pm ...I'd like to see is forests concealing units a bit better so you wouldn't have to have the units two squares deep in the forest and away from corners to keep them hidden from half the battlefield away.
... and the addition of tiles for thinned forestry and impassable deep primeval forest.
rbodleyscott
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Re: Is it possible for the game engine to support units blocking LOS?

Post by rbodleyscott »

MVP7 wrote: Sun Nov 24, 2019 7:05 pmThe only buff to concealment mechanics I'd like to see is forests concealing units a bit better so you wouldn't have to have the units two squares deep in the forest and away from corners to keep them hidden from half the battlefield away.
Only mounted troops are visible when in the edge of forests. Infantry on the edge of forests are concealed from units more than 2 squares away from them.

This is specifically programmed that way, and is working as designed.
Richard Bodley Scott

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