<HTML> <HEAD> <!-- This HTML file has been created by texi2html 1.39 from ./xcdesign.texi on 12 June 2005 --> <TITLE>Designing Games with Xconq - Vision</TITLE> </HEAD> <BODY> Go to the <A HREF="xcdesign_1.html">first</A>, <A HREF="xcdesign_44.html">previous</A>, <A HREF="xcdesign_46.html">next</A>, <A HREF="xcdesign_61.html">last</A> section, <A HREF="xcdesign_toc.html">table of contents</A>. <HR> <H2><A NAME="SEC211" HREF="xcdesign_toc.html#SEC211">Vision</A></H2> <P> The parameters in this section define how sides get information about the world, units, and other sides. </P> <UL> <LI><A HREF="xcdesign_45.html#SEC212">Basic Vision</A> <LI><A HREF="xcdesign_45.html#SEC213">Line of Sight</A> <LI><A HREF="xcdesign_45.html#SEC214">Tracking</A> <LI><A HREF="xcdesign_45.html#SEC215">Spying</A> </UL> <H3><A NAME="SEC212" HREF="xcdesign_toc.html#SEC212">Basic Vision</A></H3> <P> <U>GlobalVariable:</U> <B><CODE>see-all</CODE></B> <I>t/f</I><P> <A NAME="IDX506"></A> This variable is <CODE>true</CODE> if everything in the world, units, terrain, etc, is always visible at all times, including initially. It takes precedence over <I>all</I> other visibility and spying parameters. Defaults to <CODE>false</CODE>. </P> <P> <U>GlobalVariable:</U> <B><CODE>see-terrain-always</CODE></B> <I>t/f</I><P> <A NAME="IDX507"></A> If this variable is <CODE>true</CODE>, then any side that has seen the terrain of a cell will be informed if that terrain ever changes. Defaults to <CODE>true</CODE>. </P> <P> <U>UnitTypeProperty:</U> <B><CODE>see-always</CODE></B> <I>t/f</I><P> <A NAME="IDX508"></A> This property is <CODE>true</CODE> when a unit is always visible after it has been seen once, so that side changes, movements, etc will be seen forever afterwards. If the unit moves into terrain that has not been seen, then that terrain also becomes seen as well. Defaults to <CODE>false</CODE>. </P> <P> <U>UnitTypeProperty:</U> <B><CODE>see-occupants</CODE></B> <I>t/f</I><P> <A NAME="IDX509"></A> This property is <CODE>true</CODE> when a unit's occupants are also seen whenever the unit itself is under observation. Defaults to <CODE>false</CODE>. </P> <P> <U>UnitTypeProperty:</U> <B><CODE>spot-action</CODE></B> <I>t/f</I><P> <A NAME="IDX510"></A> If this property is <CODE>true</CODE>, then the unit's chance to be seen by other sides will be tested each time the unit acts in any way. This property is in addition to the check at the beginning of each turn. Defaults to <CODE>true</CODE>. </P> <P> The people in a cell effectively view (for their side) all units in that cell. Some units can hide from the people. </P> <P> <U>TableUM:</U> <B><CODE>people-see-chance</CODE></B> <I>u m -> n%</I><P> <A NAME="IDX511"></A> This table is the chance that the people of the given type <VAR>m</VAR> will see a unit of type <VAR>u</VAR>. This will be evaluated for each people type individually, once at the beginning of each turn, and once for each populated cell that the unit enters during the turn. Defaults to <CODE>100</CODE>. </P> <P> <U>UnitTypeProperty:</U> <B><CODE>vision-range</CODE></B> <I>dist</I><P> <A NAME="IDX512"></A> This property is the maximum range of vision coverage by the unit. A value of <CODE>-1</CODE> disables all vision, <CODE>0</CODE> means only units in the same cell may be seen, and <CODE>1</CODE> means units in adjacent cells may be seen. Defaults to <CODE>1</CODE>. </P> <P> <U>TableUU:</U> <B><CODE>see-chance-at</CODE></B> <I>u1 u2 -> n%</I><P> <A NAME="IDX513"></A> This table is the chance that a unit <VAR>u1</VAR> will see another sides's unit of type <VAR>u2</VAR> when both are in the same cell. Defaults to <CODE>100</CODE>. </P> <P> <U>TableUU:</U> <B><CODE>see-chance-adjacent</CODE></B> <I>u1 u2 -> n%</I><P> <A NAME="IDX514"></A> This table is the chance that a unit <VAR>u1</VAR> will see another sides's unit of type <VAR>u2</VAR> when the two are in adjacent cells. Defaults to <CODE>100</CODE>. </P> <P> <U>TableUU:</U> <B><CODE>see-chance</CODE></B> <I>u1 u2 -> n%</I><P> <A NAME="IDX515"></A> This table is the base chance that a unit <VAR>u1</VAR> will see a unit <VAR>u2</VAR> in cells at distance 2 or greater. Defaults to <CODE>100</CODE>. </P> <P> <U>TableUT:</U> <B><CODE>visibility</CODE></B> <I>u t -> n</I><P> <A NAME="IDX516"></A> This table is the effect of terrain <VAR>t</VAR> on a unit <VAR>u</VAR>'s chances of being seen. Values less than 100 are reduced visibility, values greater than 100 increase the unit's chances to be seen. Defaults to <CODE>100</CODE>. </P> <P> <U>TableUT:</U> <B><CODE>vision-night-effect</CODE></B> <I>u t -> n</I><P> <A NAME="IDX517"></A> This table is the multiplier for unit <VAR>u</VAR>'s vision at night in each type of terrain <VAR>t</VAR>. Effect is to multiply with both vision range and see-chance. Defaults to <CODE>100</CODE>. </P> <P> <U>TableTM:</U> <B><CODE>see-material-always</CODE></B> <I>t m -> t/f</I><P> <A NAME="IDX518"></A> Defaults to <CODE>true</CODE>. </P> <P> <U>GlobalVariable:</U> <B><CODE>see-weather-always</CODE></B> <I>t/f</I><P> <A NAME="IDX519"></A> If true, then weather changes (in cells that have been seen) will always be reported. Defaults to <CODE>true</CODE>. </P> <P> <U>TableUU:</U> <B><CODE>see-mistake-chance</CODE></B> <I>u1 u2 -> .01n%</I><P> <A NAME="IDX520"></A> This is the chance that a unit of type <VAR>u1</VAR> will see a unit of type <VAR>u2</VAR> as some other type. The type of unit seen instead is determined by the table <CODE>looks-like</CODE>. </P> <P> <U>TableUU:</U> <B><CODE>see-mistake-range-min</CODE></B> <I>u1 u2 -> n</I><P> <A NAME="IDX521"></A> This is the minimum range at which an unit of type <VAR>u1</VAR> can mistake an unit of type <VAR>u2</VAR> as some other type. </P> <P> <U>TableUU:</U> <B><CODE>looks-like</CODE></B> <I>u1 u2 -> n</I><P> <A NAME="IDX522"></A> This table is the set of weights indicating which type <VAR>u2</VAR> a unit of type <VAR>u1</VAR> is most likely to be mistaken for. When a unit makes a viewing mistake, then the program adds up all the weights and chooses randomly according to weight. Defaults to <CODE>0</CODE>, which means that <VAR>u2</VAR> never looks like <VAR>u1</VAR>. </P> <H3><A NAME="SEC213" HREF="xcdesign_toc.html#SEC213">Line of Sight</A></H3> <P> <U>UnitTypeProperty:</U> <B><CODE>can-see-behind</CODE></B> <I>t/f</I><P> <A NAME="IDX523"></A> This property is determines if elevations are ever an obstruction to the unit type. If <CODE>false</CODE>, then the unit cannot see behind higher elevations. Defaults to <CODE>true</CODE>. </P> <P> <U>TableUT:</U> <B><CODE>eye-height</CODE></B> <I>u t -> elev</I><P> <A NAME="IDX524"></A> This property is the additional elevation above the unit's position that a unit can see with, when in the given terrain. </P> <P> <U>TableUT:</U> <B><CODE>body-height</CODE></B> <I>u t -> elev</I><P> <A NAME="IDX525"></A> This property is the effective height of the main visible part of a unit, when in the given terrain. </P> <P> <U>TerrainTypeProperty:</U> <B><CODE>thickness</CODE></B> <I>elev</I><P> <A NAME="IDX526"></A> This property is the thickness of the terrain, which is the difference between the "ground" of the terrain and its top. </P> <H3><A NAME="SEC214" HREF="xcdesign_toc.html#SEC214">Tracking</A></H3> <P> When is unit is being tracked, then the sides doing the tracking can see the unit move around, even if the cell is not being covered by any of the sides' own units. If this is enabled, then particular units enable tracking, and the chance of losing track depends on the terrain. </P> <P> <U>TableUU:</U> <B><CODE>track-chance</CODE></B> <I>u1 u2 -> .01n%</I><P> <A NAME="IDX527"></A> This table gives the chance that <VAR>u1</VAR>'s side will be able to track a unit of type <VAR>u2</VAR> that is within range (same or adjacent cell). </P> <P> <U>TableUT:</U> <B><CODE>lose-track-chance</CODE></B> <I>u t -> .01n%</I><P> <A NAME="IDX528"></A> This table gives the chance that each side tracking a unit will lose that track when the unit enters terrain of type <VAR>t</VAR>. </P> <H3><A NAME="SEC215" HREF="xcdesign_toc.html#SEC215">Spying</A></H3> <P> A unit type can also be specified to do spying automatically. The outcome of spying is calculated once/unit/turn, at the beginning of the turn (after move calculation but before any players can do anything). Spying can happen to any unit not on the spying unit's side. </P> <P> <U>UnitTypeProperty:</U> <B><CODE>spy-chance</CODE></B> <I>.01n%</I><P> <A NAME="IDX529"></A> This property is the chance that the unit will be successful at spying. </P> <P> <U>UnitTypeProperty:</U> <B><CODE>spy-range</CODE></B> <I>dist</I><P> <A NAME="IDX530"></A> This property is the maximum distance at which the unit will find out something by spying. </P> <P> <U>TableUU:</U> <B><CODE>spy-quality</CODE></B> <I>u1 u2 -> n%</I><P> <A NAME="IDX531"></A> This table gives the chance that <VAR>u1</VAR>'s spying will return information about a unit of type <VAR>u2</VAR> that is within the spying range. Defaults to <CODE>100</CODE>. </P> <P> <U>TableUU:</U> <B><CODE>spy-track-chance</CODE></B> <I>u1 u2 -> .01n%</I><P> <A NAME="IDX532"></A> This table is the chance that if <VAR>u1</VAR>'s spies return information about a unit of type <VAR>u2</VAR>, the unit will also become tracked by the spy's side. </P> <HR> Go to the <A HREF="xcdesign_1.html">first</A>, <A HREF="xcdesign_44.html">previous</A>, <A HREF="xcdesign_46.html">next</A>, <A HREF="xcdesign_61.html">last</A> section, <A HREF="xcdesign_toc.html">table of contents</A>. </BODY> </HTML>