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 Fog of war in Cortex Command, will it work? 
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Joined: Sat Aug 25, 2007 5:50 am
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Post Fog of war in Cortex Command, will it work?
I was playing the mission "First Signs". I had begun digging through to the underground bunker which was in clear view, and a message something like "Oh, A bunker" appeared. It was pretty silly. So i was thinking fog of war would be good. It could work exactly like most RTS games.

Everything except your bunker modules and your actors would have the fog over it. Enemy bunker modules would not appear until discovered by an actor. Also, enemy actors would only be visible in friendly actor fog reveal spaces and friendly bunker module reveal spaces. Turrets and actors with snipers could have a larger fog reveal space. Special stealth actors could only be revealed by other actors and not bunker modules.

I think adding the fog of war feature will make Cortex Command a much more exciting and strategic game, and less rambo.
It would make multiplayer much more fun also, with proper stealth attacks etc.

What does DRLFF think?


Fri Jul 24, 2009 7:04 am
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Post Re: Fog of war in Cortex Command, will it work?
It's possible with glows. But laggy.


Fri Jul 24, 2009 7:07 am
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Post Re: Fog of war in Cortex Command, will it work?
Glows? Uh....
I don't know much about programming CC but really? Surely it could just be a graphics thing that just runs over the top of it all, like the actors health and jetpack, and the right mouse button selection ring.


Fri Jul 24, 2009 7:11 am
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Post Re: Fog of war in Cortex Command, will it work?
Eh, if you mean adding another graphical layer, I guess.
Like overlay or something. Maybe just give access to the menu layer.


Fri Jul 24, 2009 7:26 am
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Post Re: Fog of war in Cortex Command, will it work?
It would be kind of nice, to have stealth and all that. It would make the game less pretty, though.


Fri Jul 24, 2009 7:36 am
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Post Re: Fog of war in Cortex Command, will it work?
Yes that's exactly what I meant. I think i might email Data.

Edit: What do you mean less pretty? All the terrain would still be visible.


Fri Jul 24, 2009 7:38 am
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Post Re: Fog of war in Cortex Command, will it work?
I don't know if I'd actually have it all filled up with black-fog and such.

But line-of-sight mechanics would definitely be nice for this game.


Fri Jul 24, 2009 7:41 am
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Post Re: Fog of war in Cortex Command, will it work?
zness wrote:
Yes that's exactly what I meant. I think i might email Data.

Edit: What do you mean less pretty? All the terrain would still be visible.

Eh, I don't think it's worth bothering Data about.

:???: Darkened areas out of LOS would make the game less pretty.

Maybe just a line around your LOS? The border of your LOS?


Fri Jul 24, 2009 7:42 am
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Post Re: Fog of war in Cortex Command, will it work?
I think just a slightly darkened area would be good. It wouldn't be exactly like RTS FoW in the sense that everything would be black and then opaque black once discovered. It would always be opaque and then clear when occupied.


Fri Jul 24, 2009 7:48 am
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Post Re: Fog of war in Cortex Command, will it work?
zness wrote:
I think just a slightly darkened area would be good. It wouldn't be exactly like RTS FoW in the sense that everything would be black and then opaque black once discovered. It would always be opaque and then clear when occupied.


This should be the best way if we really want FOW. If every actor has a line of sight around it, it would make the screen chaotic. Even if the selected unit has it, it will still not be pretty.


Fri Jul 24, 2009 7:51 am
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Post Re: Fog of war in Cortex Command, will it work?
I was trying to get idea on how to make FoW work with a maze map I was going to do, with just one player actor.

I just don't think any way to do it right now would be playable/feasible enough to try seriously.


Fri Jul 24, 2009 8:35 am
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Post Re: Fog of war in Cortex Command, will it work?
Idea -- actors on a hostile team and bunkers that are theirs can not be see unless in sight range of a actor -- actors vanish when you move out of range bunkers stay.
weapons can be set to change the sight range
so a snipers scope will increase the sight range when used


so there is no need for fog

edit:
was tired when it posted this
but the ai would need to obay its rules and it could be turnd on and off


Last edited by 2v50 on Mon Jul 27, 2009 3:54 pm, edited 1 time in total.



Fri Jul 24, 2009 10:40 am
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Post Re: Fog of war in Cortex Command, will it work?
Actually, there's a script that spawns something to hide the cave and bunker commented out, it might be included in the next build.


Fri Jul 24, 2009 1:00 pm
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Post Re: Fog of war in Cortex Command, will it work?
Roon3 wrote:
Actually, there's a script that spawns something to hide the cave and bunker commented out, it might be included in the next build.

Which line of which INI do I need to uncomment to get this?


Fri Jul 24, 2009 4:35 pm
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Post Re: Fog of war in Cortex Command, will it work?
Prom has said that he'd liked fog of war in the main game (along with air resistance, this was from a conversation a few months back) and now we've got air resistance.

Hey presto it's like Prom is half the development team. Fog of war is therefore an intended feature and thus one that's much more likely to be implemented than, say, ninety nine percent of everything you kids ask for.


Fri Jul 24, 2009 6:48 pm
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