• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days. For more updates please see here.

Better watchtower visibility

redneck_diver

Chieftain
Joined
Feb 28, 2020
Messages
10
I really like the idea of the watchtower, but think its current implementation sucks. Due to not seeing over forests and terrain, it barely makes a difference in what your units can actually see from it. I've played with adding modifiers for SEE_THROUGH_FEATURES and SEE_THROUGH_TERRAIN, but don't see much of a difference. I'd like to somehow make it so that from a watchtower, your unit sees everything within its sight radius.
 
It sounds like those modifiers weren't implemented properly. I've used both in my promotions mod and they work as expected, including working with those that added sight radius. If you want to be sure the effect is working, jack up the sight radius to like +5, it will then be very apparent if features or terrain are blocking your sight.
 
Thanks for that idea - it made it painfully obvious that it's not doing what I want. Maybe someone can see something I've missed. I've attached the SQL file.

All of my modifications contain either SEE_THROUGH or SEE_HIDDEN.
 

Attachments

Under Modifiers, lines: 116, 117, you've got the wrong names for the ModifierTypes. You've appended "_MOD" to the end of the names of the modifiers you defined in DynamicModifiers.

You could probably just use the two modifiers that are already in the base code with the same parameters that you defined.

MODIFIER_PLAYER_UNIT_ADJUST_SEE_THROUGH_FEATURES
MODIFIER_PLAYER_UNIT_ADJUST_SEE_THROUGH_TERRAIN
 
DOH!!! Thanks for the extra eyes on that. Yeah, I had wondered about just using the pre-existing ones but was just trying to stick with the same way SailorCat had done it.
 
That did the trick!!! No more being blocked by features even though you've built a tower above them.
 
Back
Top Bottom