C2C Combat Mod Option: Hide and Seek

One bug that currently exists in C2C is that units will suddenly stop what they are doing for no apparent reason. The reason is that they see a dangerous unit but you, the player, can't. I suspect it that the code is for the AI players giving them an extra tile visibility to help them out, but I could be wrong.

e) IMO it would be a good idea if wild animals used a different invisible type; and hunters would have a huge bonus to see especially them. Only huge animals would be visible for normal units.

Hunters may not see the animal but will see the sign of the animal - trails, spore, etc.

BtW Dogs probably see rabbits worse than humans but they sure do smell them ;).

Just saying visibility is not just about sight; sound and smell should also play a part.
 
Correct, I felt the range you initially set up was too restrictive to really do much within.
I hadn't considered that, hmm, would it not be possible to set AIWeight for the promotions to balance this out? I know that's a crowbar we should avoid using, but...
It's problematic. The code evaluation is currently a little too simplistic as it is and awaiting further adjusting for some new AI's that will be coming soon. Basically, the more a unit has invisibility or visibility of a particular type, the more the unit is drawn to enhance it. It would be tricky to say the least to try to use AIWeight settings given the wide amount of unit AIs and the best selections for those types - AI weight doesn't care about the unit type or status. There's probably still quite a bit of work to get the AI advanced enough here as it stands but made much more complex if we have to make different types of visibility have differing values in their intensities.

I suppose something could be done to make a tag on InvisibleInfos that could create some variation but I do like to keep AI coding simple if I can.

Would not a unit with 16 visibility have 16,15,14,13 visibility for those 4 tiles out?
Yes, and with a wider numeric scale, this would mean that most units end up in an all or nothing category and few would end up being visible to a variated degree. In the above example, anything 13 or less would be fully visible.

The only issue I see is that it is hard to evaluate if a promotion that gives vis.-range would be worth picking as there are some intensity values where additional range would not help as much as with other intensities.
That's an additional point to consider among many yes.

Does vis.-range restrict itself to specific invisibility types?
Yes.
One could just avoid defining promotions that give visibility range to only Invisible_Size.
Range promos are basically 'lesser' intensity promotions since intensity adds a range itself as well as enhancing the cap. Therefore its use is already a little rare and generally applies to units that probably already have a strong visibility intensity or are not supposed to be able to enhance their intensities at the same degree of capability as other units that have access to better abilities to do so.

Would it be possible to get intensity to drop by two point per tile out Invisible_Size, from last example 16,14,12,10?
It would be but then again it's another special reference to the type of invisibility we're talking about and would introduce more mathematical complexity to a segment of code I'm desperately trying to keep as streamlined as possible despite wanting to include these effects. That said, I'll mull on this. At the moment, given the current coding, this is not possible.

I don't think this would be a problem if we change all master hunters to be Divine-Solo so they can see Solo-Diminuative with only Hunting Sight I. If we further made Hunting Instruction building give "HS I" for free to all visiting hunter units this would really not be a problem as only animals are diminuative.
Changing Master hunters to be Divine-Solo is a problem in its own right. Perhaps you've noticed no unit begins with Divine. It's a ground rule to allow for some growth for any unit. It would also further throw their strength out of whack since they're already Solo if I'm not mistaken and you'd have to compensate by making them size small which would be... odd since they aren't midgets.

Only high-tech nanobotstuff is Size_Fine and this could be addressed with special nanobot hunting units.
Also locusts. Future stuff could be addressed with some interesting stuff, yes, and that's the kind of fleshing out the system does truly need.

Some higher, some lower. Tarantulas have exceptional quality while I would rather set them, and the dartfrog, to pathethic quality these are units that should not be able to take actions based on a unit being some kilometers away from it unless it's so many or large a unit that the earth rumbles.
Visibility is obviously only one of many factors that quality works on. Tarantulas, for their size, are actually master hunters and even potential threats to a human being so shouldn't be penalized just to fit them into the visibility scheme better imo.

Actually; this makes me want to ask you if you could make a tag that gives additional vis. intensity only to the tile that the unit is observing from, this would work even better if you manage to create a mission to start battle between two units sharing a tile.
This makes me wonder if the math is a little fuzzy... I might be off by one. And yes, same plot battles are something I'll be working on for my next project. So very soon. As for visibility only to the same plot... I suppose that could be done but we're pushing past the amount of data I wanted the game to spend on this as it is so I'm reluctant unless its absolutely necessary.

Ah, I balanced the numbers thinking of battalion as 108 (solo=1-2, party=4, squad=12, etc.*3 → countless=708588). Anyways, I used a similar reasoning as only incapable→pathetic would be unable to notice a battalion of soldiers. The only difference is that I considered incapable to be reserved for units that doesn't react to their environment like the locust swarm, a plant or a blind-deaf/"too sick to stand upright" being; and I considered pathetic to not be far less common in combatant units than you did, meaning mostly reserved for animals and special cases. Even Inferior should be incredible uncommon in trainable combatants, perhaps only disorganized ruffians or some such.
Don't think we're too far off agreement to an extent. Civilian units are not usually anywhere near standard though. A trained unit of modern Infantry sets the standard for 'standard'.

And when considering, don't just think of the lethality of the unit but the psychological preparedness for combat the unit may have. Most modern humans, even when trained, aren't as savage as they once naturally were. This is why you'll see human units slowly degrade in average combat quality as they develop more technology that makes them individually softer people.

Alertness is related to this in that a high quality unit sees the world as filled with potential threats to be aware of where a low quality unit either doesn't have quite the impression of environmental hostility or the impression that they could do something about it if something hit the fan anyhow. Some unit types are too deeply thoughtful and thus are low quality. Take healers for example. Fear of combat reduces quality as well.

Unless moving in large numbers, any unit in hostile territory would try to hold a natural low profile, and not go waving their banner high and shouting their lords name and profanities about other cultures in their own language.
Is it really a big factor if a newly trained Poor Quality unit is capable of identifying a Squad as a potential threat or a target that should be reported up the chain of command. I consider a Poor unit to basically be some randoms who have been conscripted, given weapons and equipment, and told to risk their life without proper salary, motivation or training.
Probably not an off assessment. Except that I still think it's dangerous to give too much strength to size invisibility. If you do, you'll start seeing players splitting up their stacks to the minimum so as to sneak past the enemy and then remerging them (which isn't something I want to make impossible, just not so obvious that it would work or not.)

Hadn't considered that :), but can't a promotion be defined twize and have ongameoption (or dependency) and visibilitychanges in only 1 of them. Won't their effect only be merged with the game-option on?
Sure but it would need 4 definitions if you wanted to consider:
A) Hide and Seek and Size Matters off
B) Hide and Seek on alone
C) Size Matters on alone
D) Hide and Seek and Size Matters on

(Although you'd only need A and D if it only interacts with size invisibility types so I suppose you could get away with it here. just keep in mind these option edits can be easy to forget they've been defined.)

Remember... Size Invisibility should only be a factor if both are on.


I actually didn't know about the low-profile promoline until now; i might have to reevaluate the excel sheet with that in mind. I just didn't think to check as I thought to myself that no promo could change your size ;).
Doesn't change your size but it does represent the unit actually trying to not be seen without using any kind of alternative coloration to blend into the terrain or any special hiding skill.


My thoughts exactly, perhaps a +1 to visibility for each size bigger than colossal and a bigger jump from Size_Diminuative→Size_Fine (1,2,3,4,5,6,7,10).
Something like that perhaps. (I decided on +1 size visibility for units with each size category less than Medium. Should be sufficient unless you're working with your expanded numeric method - which would certainly make for an interesting modmod for players to test the difference.)
 
Locusts are swarms, not individuals. I have only implemented the small ones spawning but there are larger and more dangerous versions waiting in the wings;)
 
May biggest fear here is that this will end up in a way that your normal units can't see most units, thus making defending the own territory much harder.
I fear this as well which is why I don't favor seeing size become a major invisibility element. It's there for flavor more than it is to influence war too greatly.

a) Will you make sure that "normal" units can see other "normal" units, not just 1 tile away?
This begs the definition of normal. However, all combatants have been given camouflage visibility of 1 so as to allow for many units to have a camouflage INvisibility of one making them hard but not impossible to spot. In particular, I assume even many combatants later in the game when camouflage clothing is developed will have camo on select terrain/features. Additionally most units can be camo'd to a small degree based on terrains and features. Any unit on foot is harder to see in a forest for example.

All this does is make it so it's almost mandatory to include a viewing unit like a canine to come with your forces. Size on the other hand, if made too strong towards invisibility, will quickly confuse this issue.

b) Will Scouts have a better sight so that you can position them at your boarders to look for enemy armies (not criminals, but normal units)
I can't really give them improved capacity for size invisibility without creating some duplicate option entries or perhaps a special vision promo access, but they do have a better than usual ability to spot camo as an explorer unit.

c) Can invisible units enter boarders?
Not inherrently. This is still based on HN rules rather than visibility rules.

d) If cities give an "invisible" bonus, will normal units still see defenders?
At the moment the only applicable city invisibility factors add invisibility to criminals trying to hide out. I would not advise making normal units invisible. Defenders that get too small and thus can't be seen would mean that the size factor on invisibility is too weighted towards invisible rather than visible. Another reason to lean towards size being a minor factor. An individual group volume unit of human size should at least be seen adjacently by a standard quality for this reason.

e) IMO it would be a good idea if wild animals used a different invisible type; and hunters would have a huge bonus to see especially them. Only huge animals would be visible for normal units.
Hunters can get quite good at spotting camo units and while not as good as canines, they can be quite useful at sighting strike team units for this reason. Aside from size incidental invisibilities, camo is the main invisible type for land animals. Hunters are usually pretty good quality as well so can often spot pretty small animals too.

Making a different type of invisibility for animals strikes me as being somewhat unnecessary since its basically the same thing as camo.

One bug that currently exists in C2C is that units will suddenly stop what they are doing for no apparent reason. The reason is that they see a dangerous unit but you, the player, can't. I suspect it that the code is for the AI players giving them an extra tile visibility to help them out, but I could be wrong.
This can also extend to units that have moved after being seen. That's probably where this is happening as there is not a handicap given to the ai for visibility.


Hunters may not see the animal but will see the sign of the animal - trails, spore, etc.

BtW Dogs probably see rabbits worse than humans but they sure do smell them ;).

Just saying visibility is not just about sight; sound and smell should also play a part.
I've tried to take visibility to be all sensory inclusive in this way. Some further design considerations may eventually make it possible to spot units that are outside of the visible range as well.
Locusts are swarms, not individuals. I have only implemented the small ones spawning but there are larger and more dangerous versions waiting in the wings;)
The individual locust is 'fine' so the unit size is 'fine'. The group volume, however, is quite high for such units as they are a swarm.
 
Cool concept TB. I'm guessing camo/visibility intensity is meaningless for units that don't have: <Invisible>X</Invisible> or <SeeInvisible>X</SeeInvisible>.
Can the mentioned "X" be anything else than INVISIBLE_CAMOUFLAGE?

Brainstorming.
Terrain
Barren/Salt-Flats: -2 camo. intensity
Scrub/Plains/Grass: -1 camo. intensity
Lush/Marsh: +1 camo. intensity
Hills/Peaks: +1 vis. range +1 camo. intensity

Features
(Ancient )Forest/Jungle/Bamboo/Mangrove: -2 vis. range & +2 camo. intensity
Tall Grass/Outcrops: +1 camo Intensity

Improvements
Tower improvements: +1 vis. range
Town Improvements: -1 vis. range & +1 camo. intensity

I've taken these suggestions into consideration now and added some xml based off of them. My interpretation of course. -Range is an interesting concept. It can really only counter additional range the unit would otherwise have.

I checked my math and the space the unit is standing on does get the same visibility rating treatment as the spaces that are adjacent to it. If we were to modify this, it would indeed take a tag specifically to do so. The question is, how simple can we make the tag? Although it would take adding loading data (expanding) to the InvisibleInfos beyond the normal default base info tags, this may be unavoidable anyhow, and perhaps we could get away with a visibility rating adjustment for the same space as an integer tag there on the invisible info itself so it applies to all units and plot details.

As for buildings... I could add Invisibility, Visibility, and Visibility Range tags to buildings and tally their values in the city and add those to present units (probably best to only give it to present units with particular unitcombats). However, if I'm going to take this action, I would want someone else's commitment to manipulate the buildings to utilize these tags. And would we really need a national modifier effect for all cities from a wondrous building or could we get away with simply local modifiers? I can certainly see some crime buildings giving a backlash effect of making local criminals (whether yours or not) harder to spot. And some for enhancing the ability to see other units from the city.

But if it goes too far it will enforce that some units be given higher invisibility values to counter obvious abilities for cities to overwhelm the invisibility values of units intended to be difficult to keep out (I'm thinking about criminals here.)

I warn this is all adding a lot of new data to be stored so I'm reluctant unless someone's definitely going to take further action here because I have other tasks to attend to, like supporting AI.
 
Sorry if this has been covered, but the group size represents how many you meet when you meet them, but it does not indicate how many there are on the tile.

There is likely to be thousands of tarantulas in a tile where a wild tarantula unit is present, so they are much easier to find/encounter than a solitary spider (even though the unitcombat may dictate you will never find more than one at a time).

Same goes for all wild animals that are encountered in small numbers, unless they are really rare.
 
There is likely to be thousands of tarantulas in a tile where a wild tarantula unit is present, so they are much easier to find/encounter than a solitary spider (even though the unitcombat may dictate you will never find more than one at a time).
And there probably should be dozens of different animals in every single tile of the map, but we can't have that for game-play reasons; I get your point though.
There was an intent to make animals spawn at different group sizes. Tarantula should perhaps be able to spawn between Solo-Battalion. When a unit attacks a tile it could have used several (the time that passes between turns) years to win the battle (or in this case hunt), and he doesn't necessarily get them all; just enough for the unit to disappear.

Perhaps we will one day have a defeated unit dispersal system where if you defeat an animal there is a chance for the same animal with a lower group size to spawn instantly in an adjacent tile.

@TB: I'm working on an xml sheet where there is mostly only increments of 1 in invisibility and visibility. also I'm incorporating visibility points for increased group sizes as bigger groups working in tandem would probably be more efficient at detecting threats and targets. Example, if a countless amount of soldiers is covering a region with scouts and stuff stretching into the neighboring regions they would probably have an easier time spotting the 1 wanderer 2 tiles away from its center of origin than if they were only 6 persons covering the same area.
 
Sorry if this has been covered, but the group size represents how many you meet when you meet them, but it does not indicate how many there are on the tile.

There is likely to be thousands of tarantulas in a tile where a wild tarantula unit is present, so they are much easier to find/encounter than a solitary spider (even though the unitcombat may dictate you will never find more than one at a time).

Same goes for all wild animals that are encountered in small numbers, unless they are really rare.
This is a good point but I'm not sure of the relevancy. An encounter would mean you had the fortune (good or bad) to run across one or more of them. How that could or should play into visibility I'm not entirely sure.

And there probably should be dozens of different animals in every single tile of the map, but we can't have that for game-play reasons; I get your point though.
Right but that of course is not good for the game.
There was an intent to make animals spawn at different group sizes. Tarantula should perhaps be able to spawn between Solo-Battalion. When a unit attacks a tile it could have used several (the time that passes between turns) years to win the battle (or in this case hunt), and he doesn't necessarily get them all; just enough for the unit to disappear.
Yeah, still gotta get around to this project soon.

Perhaps we will one day have a defeated unit dispersal system where if you defeat an animal there is a chance for the same animal with a lower group size to spawn instantly in an adjacent tile.
Morale will introduce effects that should be something along these lines.

@TB: I'm working on an xml sheet where there is mostly only increments of 1 in invisibility and visibility. also I'm incorporating visibility points for increased group sizes as bigger groups working in tandem would probably be more efficient at detecting threats and targets. Example, if a countless amount of soldiers is covering a region with scouts and stuff stretching into the neighboring regions they would probably have an easier time spotting the 1 wanderer 2 tiles away from its center of origin than if they were only 6 persons covering the same area.
I thought about adding that last night but I'm not sure it's good. To counter it for invisibility balance would not favor hunting units at all. I suppose we could simply give volumes over the average (battalion) a better chance though.

Will be interesting to see your next proposal. Perhaps for the sake of full visibility I should work up the currently established schematic for similar display.
 
My counter proposal is close to a final state so here goes:
Spoiler :
attachment.php

I've addressed a lot of your previous concerns without compromising too much on my original ideas. I've made it lean more towards visibility than last time and restricted most increments to 1-2.

&#9788;Solo is the only state that leans more against invisibility in this scheme.

A Solo-Colossal Death-Star would need special promotions to detect even a party of huge spacecrafts; but would a death star not have smaller ships around that could detect the smaller stuff for it.
 

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This is a good point but I'm not sure of the relevancy. An encounter would mean you had the fortune (good or bad) to run across one or more of them. How that could or should play into visibility I'm not entirely sure.

Roughly speaking it takes size out of the equation when determining visibility.
 
question, does a negative range value for a unit have an impact on visibility values?
I'm thinking the smallest units should have a shorter range to go with their higher visibility.
It doesn't make sense that a Diminuative can detect almost anything even if it is 4 tiles away. But it should be able to detect another Diminuative or bigger when they are close.
 
Roughly speaking it takes size out of the equation when determining visibility.

It would still be easier to find 1 colossal than 1 of a 1000 tarantulas in a jungle imo.
It would have to be countless of the tarantulas to match 1 colossal entity in visibility.
How do we count for this, we have size in the equation as we can't always think that there are countless tarantulas everywhere they are. That would be the same as removing group size unitcombat from the mod.

But if you only meant that we should remove size unitcombat from wild animals that would be another matter. My first thought is that it would be a step backward but I'm not sure.
 
My counter proposal is close to a final state so here goes:
Spoiler :
attachment.php

I've addressed a lot of your previous concerns without compromising too much on my original ideas. I've made it lean more towards visibility than last time and restricted most increments to 1-2.

&#9788;Solo is the only state that leans more against invisibility in this scheme.
-A Solo-Medium-Exceptional unit can with promotions find 1 Solo-Diminuative-Epic unit.
-The same unit can not be seen by a Solo-Medium-Elite or a Company-Medium-Standard.
-The same unit can detect A Party-Medium-Exceptional unit without being detected itself.
&#9788;Two identical units can almost always detect each other unless they are Solo.

A Solo-Colossal Death-Star would need special promotions to detect even a party of huge spacecrafts; but would a death star not have smaller ships around that could detect the smaller stuff for it.
Will take further analysis to delve deeper than this but a few things I noticed:
1) Strike Teams will pretty much never be able to see hunter units. Even with promos.

2) Scouts become too naturally invisible so when you capture things out in the field with explorer units, the captured would tend to become sitting ducks.

3) I think quality should NOT add to invisibility. Invisibility is not always a desired state as it can impede your ability to make a defensive stand - you can't against those that don't see you.

4) Far too severe with size Fine. Swarms are quite visible.

5) Why a Battalion/Medium would even have any invisibility value is beyond me. Seems it would be a pretty obvious thing if they aren't trying to hide.

Roughly speaking it takes size out of the equation when determining visibility.
Map movements and such have always been microcosms expanded. Take the time it takes for units to move from one plot to the next in the Prehistoric - it would've taken generations and generations. The animal and natural world interactions on the map sorta follow the same principle. The seen and interacted with creatures are just 'the ones that fell into your unit's story'.

I don't think size is out of the equation therefore but making it have a strong impact I think would overdo it.
question, does a negative range value for a unit have an impact on visibility values?
I'm thinking the smallest units should have a shorter range to go with their higher visibility.
It doesn't make sense that a Diminuative can detect almost anything even if it is 4 tiles away. But it should be able to detect another Diminuative or bigger when they are close.
1) To answer your question, no. 0 or negative range has no impact.
2) If it were to have an impact, how would you resolve the equation?
 
It would still be easier to find 1 colossal than 1 of a 1000 tarantulas in a jungle imo.
It would have to be countless of the tarantulas to match 1 colossal entity in visibility.
How do we count for this, we have size in the equation as we can't always think that there are countless tarantulas everywhere they are. That would be the same as removing group size unitcombat from the mod.

But if you only meant that we should remove size unitcombat from wild animals that would be another matter. My first thought is that it would be a step backward but I'm not sure.
You really can't. But you could take size invis out of the equation and just have it introduce minor camo modifiers instead.
 
Will take further analysis to delve deeper than this but a few things I noticed:
1) Strike Teams will pretty much never be able to see hunter units. Even with promos.
An ambusher would still see a solo-Medium-Exceptional, but you might be right; I haven't checked the strike teams unit stats too closely.

2) Scouts become too naturally invisible so when you capture things out in the field with explorer units, the captured would tend to become sitting ducks.

3) I think quality should NOT add to invisibility. Invisibility is not always a desired state as it can impede your ability to make a defensive stand - you can't against those that don't see you.
Good points; I will rethink it without invisibility from quality.

4) Far too severe with size Fine. Swarms are quite visible.
Locust should really be the lower edge of diminuative imo. Fine should be reserved for the high tech nano/micro machines (or germs).

5) Why a Battalion/Medium would even have any invisibility value is beyond me. Seems it would be a pretty obvious thing if they aren't trying to hide.
Only a Huge-Incapable&#8594;Poor-Solo or bigger would not see them but I see your point.

2) If it were to have an impact, how would you resolve the equation?
Good question. Perhaps, if range is < 0, reduce visibility by:
[("Number of tiles away from unit") * (range)]
so if a unit has Visibility: 10; & Range: -2 it ends up with:
(the first number is for the tile the unit is standing on.)
10,8,6,4,2,0
If range was 0 it would be:
10,10,9,8,7,6,5,4,3,2,1,0
 
There was an intent to make animals spawn at different group sizes. Tarantula should perhaps be able to spawn between Solo-Battalion.

Yeah, still gotta get around to this project soon.

Naturally this would only be when Size Matters is on. ;)

There are two attempts at doing this existent at the moment in C2C. One, the Lion Pack, does it as a unit and the other is in the Spawn XML where a number of units of the same type spawn on the tile. I think we only have the spawns for bison herds and wolf packs at this time. In each case what spawns are three of the normal unit.
 
An ambusher would still see a solo-Medium-Exceptional, but you might be right; I haven't checked the strike teams unit stats too closely.

Good points; I will rethink it without invisibility from quality.
I would suggest taking out invis from quality and adjusting the invis chart to center invis of 0 on med/battalion and reduce the severity of Fine and you'll be pretty much on target.

Locust should really be the lower edge of diminuative imo. Fine should be reserved for the high tech nano/micro machines (or germs).
Perhaps we should introduce a smaller size category for microscopic. Fine is generally insect size and less.


Good question. Perhaps, if range is < 1, reduce visibility by:
("Number of tiles away from unit" - 1) * (range - 1)
so if a unit has intensity 10 and range -1 it ends up with. 10,8,6,4,2,0
intensity 5, range -3: 5,1,0
I was thinking of perhaps just negating all values inward from the exterior range of vision. -1 Range would mean if you can see 3/2/1 then instead you can see 3/2/0. -2 Range would mean 3/0/0. -3 or more would be no different to -2 in this case, leaving adjacent unaffected by any amount of negative range.
Naturally this would only be when Size Matters is on. ;)
Of course. The main thing I gotta think of with this is how to influence the naming of the unit when it spawns so that it does change depending on the spawn size. And if they are to be given any kind of AI to guide them in splitting or merging based on the animal's normal behaviors then when they do split or merge, the naming of the unit should change to reflect the new group volumes.

There are two attempts at doing this existent at the moment in C2C. One, the Lion Pack, does it as a unit and the other is in the Spawn XML where a number of units of the same type spawn on the tile. I think we only have the spawns for bison herds and wolf packs at this time. In each case what spawns are three of the normal unit.
It would probably be easier to turn these off of SM is in play.
 
Spoiler :
I would suggest taking out invis from quality and adjusting the invis chart to center invis of 0 on med/battalion and reduce the severity of Fine and you'll be pretty much on target.


Perhaps we should introduce a smaller size category for microscopic. Fine is generally insect size and less.



I was thinking of perhaps just negating all values inward from the exterior range of vision. -1 Range would mean if you can see 3/2/1 then instead you can see 3/2/0. -2 Range would mean 3/0/0. -3 or more would be no different to -2 in this case, leaving adjacent unaffected by any amount of negative range.
Just updated the excel in the original post which removes invisibility from quality.
A new size won't hurt I guess. will update the excel once more tonight with the new size in it.
Negating the outermost was what I originally thought of but I didn't feel like figuring out how to show it as an equation. But I do think the version I suggested would give us more control and increase the functionality of range a bit; though both solutions are fine by me.
 
It would probably be easier to turn these off of SM is in play.

SpawnInfo and UnitInfo do not have the tags (NotOnGameOptions and OnGameOptions) to support this at the moment.

The other problem with spawns is that they don't reflect the map they are on. The spawn has latitude and longitude but the maps don't quite. Some how we need to change maps so that they can say where they cover and use that in conjunction with the spawn info. It would mean that we would only need one set of Spawn XML for all maps even those that only use part of the map for Earth.
 
Just updated the excel in the original post which removes invisibility from quality.
A new size won't hurt I guess. will update the excel once more tonight with the new size in it.
Negating the outermost was what I originally thought of but I didn't feel like figuring out how to show it as an equation. But I do think the version I suggested would give us more control and increase the functionality of range a bit; though both solutions are fine by me.
1) I'll have to see if it's possible to work in a new size - there are some other factors to consider.
2) Looking at the chart and doing the math it doesn't seem terribly problematic though Fine still seems extremely excessive to me. In large groups of millions or more, fine would still be pretty openly visible.
3) I think a bit too much power to spot low size is given to the size of the unit to determine and not quite enough on the quality but that may just be a less relevant opinion.
4) Took a deeper look at your math on the negative range and it may well be a good solution. I may seek to implement that later tonight.

SpawnInfo and UnitInfo do not have the tags (NotOnGameOptions and OnGameOptions) to support this at the moment.
Wouldn't be a problem to add them. Only the lion pack would need to be optioned out there, as it would be optioned out elsewhere. The tag to spawn multiples could be turned off as well but might be easier to option off those. I'm going to have to add tags to define the range of potential group sizes when spawning anyhow and adding in option tags wouldn't be adding much more effort.

The other problem with spawns is that they don't reflect the map they are on. The spawn has latitude and longitude but the maps don't quite. Some how we need to change maps so that they can say where they cover and use that in conjunction with the spawn info. It would mean that we would only need one set of Spawn XML for all maps even those that only use part of the map for Earth.
All maps have definitions for both latitude and longitude on its plots. Whether it's displaying or not anywhere is another issue I'm not sure of but I thought I'd made that possible when running chipotle. As for how to set the lat/long grid axis point on a premade map, that's another matter entirely. Not sure how we'd go about that. Would have to be a feature added to the world builder to be able to set the 0/0 plot. I suppose I could set it up in the dll and give a widget for it but adding the widget to the WB I'd not know anything about and I'd not be 100% sure that the way I normally am able to call up actions through a widget would interact ok with WB or not.
 
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