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Camo Trait Information Wanted
Posted: Sat Oct 19, 2013 10:39 pm
by stan23
What does the community know about the 'camo' trait?
I have tried to add this trait to some selected units in my pzeqp file and the trait does not seem to work very well.
For example, adding the 'camo' trait to minefields in the pzeqp file still enables my friendly units to see enemy mines once spotted.
Aren't the mines supposed to disappear once out of spotting range of all friendly units?
I'm running v1.20, which seems to be working well otherwise.
All information regarding the 'camo' trait is greatly appreciated.
Greetings from Virginia

Re: Camo Trait Information Wanted
Posted: Sat Oct 19, 2013 11:05 pm
by ThvN
Hello stan23, I think the issue here is that mines (and forts) will stay visible on the map once they are spotted. So this 'camo' trait will probably not work 100% for these types of units. I haven't experimented much with the camo trait, as it was a bit broken at first, but if I remember correctly it was fixed. I did some quick testing during the previous beta, and it seemed to work.
It should work like this: a unit with 'camo' can only be spotted by a unit that is adjacent to it. The spotting range of this unit is not relevant, even if it has a 3 hex spotting range, it will still only detect a 'camo' unit when it is next to it. When the 'camo' unit is no longer adjacent to any enemy units, it turns invisible again.
I hope this answers your questions? BTW, don't forget to update to 1.21.
Re: Camo Trait Information Wanted
Posted: Sun Oct 20, 2013 5:42 am
by stan23
ThvN
Thanx for the info. You do seem to be correct. So far my experiments have concluded that Structure class remain visible after discovery, but AT and Recon class become invisible again.
This is OK for me and I'm going to continue to experiment tomorrow.
BTW, I did update to 1.21. I'm so glad to see that the Custom Game Options got straightened out.
I'm thinking some small AT guns and small recon units, maybe cav scouts as well, should have the camo trait, but would welcome any opinions on what other units should have this trait.
Greetings from Virginia
Re: Camo Trait Information Wanted
Posted: Sun Oct 20, 2013 11:21 am
by Horst
I’ve played with the camo trait for a short while. Summarized, the AI can’t handle it at all and will stupidly move its units one after the other into the same hex and gets ambushed every turn. The AI has no memory, so I said goodbye to this otherwise cool feature.
If you need more advantages over the AI, go for it; if not then better leave it alone for more challenge. Camo might only be great for MP games.
It's similar like the multi-move recon ability what you can also add as trait to other unit classes. The AI isn't able to multi-move, even with recon units, thus another advantage for the player.
Re: Camo Trait Information Wanted
Posted: Sun Oct 20, 2013 3:50 pm
by stan23
Horst
I can't believe that I've never noticed before that AI can't use recon move, but it's true.
Kinda disappointed now

My testing revealed that structure class remain visible after spotting, but all the other land classes will become invisible again once you move out of the adjacent hex
Sounds like the AI developers have a little catching up to do in regards to some of the traits
Yeah, I don't know if this trait is for me or not.
Just to be thorough, were you playing v1.20/1.21 when you played with camo trait?
Thanx for the reply
Greetings from Virginia
Re: Camo Trait Information Wanted
Posted: Sun Oct 20, 2013 9:36 pm
by Horst
It was with 1.20 when I tested it. I doubt something got improved meanwhile but feel free to try it out for a while. The equipment.pzeqp file will be reloaded when you start a new scenario during a campaign in case you change something there.