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

Posted: Tue Oct 28, 2025 9:55 pm
by kronenblatt
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?

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

Posted: Tue Oct 28, 2025 10:47 pm
by Karvon
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

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

Posted: Wed Oct 29, 2025 7:46 am
by kronenblatt
Karvon wrote: Tue Oct 28, 2025 10:47 pm 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
That's 9, right? For half effect or something, and 6 range for full effect?

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

Posted: Wed Oct 29, 2025 8:30 am
by Karvon
Correct.

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

Posted: Thu Oct 30, 2025 4:43 pm
by Athos1660
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 :-)

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

Posted: Thu Oct 30, 2025 5:21 pm
by kronenblatt
Athos1660 wrote: Thu Oct 30, 2025 4:43 pm 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 :-)
Yup, it’s the challenge and changed dynamics of the game.

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

Posted: Fri Oct 31, 2025 1:15 am
by MVP7
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)?

Posted: Fri Oct 31, 2025 1:44 am
by Karvon
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

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

Posted: Fri Oct 31, 2025 8:01 pm
by pipfromslitherine
FoG2 isn't written in Unity. Perhaps you are thinking of the original FoG?

Cheers

Pip

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

Posted: Sat Nov 01, 2025 12:40 am
by Karvon
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.

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

Posted: Sat Nov 01, 2025 12:46 am
by Karvon
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
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.

Regards,

Karvon