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Fog of War Mod

 
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Fog of War Mod - 3/27/2012 2:32:49 AM   
xe5

 

Posts: 783
Joined: 5/3/2009
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Fog of War (FoW) Mod

Strat Screen:

No Enemy BG name in the header
No Enemy BG icon (eg. @ St. Oedenrode)
No Enemy BG color-coded strength indicator
Enemy controlled maps are shown as neutral

If the player clicks on the invisible enemy BG icon:
Enemy team icons are all generic (sniper)
Enemy team names are all '.'
All 'health heads' are invisible




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RE: Fog of War Mod - 3/27/2012 2:35:47 AM   
xe5

 

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Joined: 5/3/2009
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Battle Screen:

Mini-maps are all red to hide enemy dots
Mini map VLs are always shown as neutral
Battle map VLs are always shown as neutral
Enemy team icons are all generic (sniper)
Enemy team names are all '.'
All 'health heads' are invisible
Timer always shows 00:00
Force Morale indicators are invisible




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(in reply to xe5)
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RE: Fog of War Mod - 3/27/2012 2:37:21 AM   
xe5

 

Posts: 783
Joined: 5/3/2009
Status: offline
Overview Screen:

Enemy team icons are invisible
Enemy team names normally shown after sustained observation are all a white '.'
Overview VLs are always shown as neutral



15 enemy teams are displayed above

Normal VL control icons are still displayed on the map preview and battle debrief screen.
Like the Vet Mods, the FoW mod will require separate Allied and Axis versions.

In progress:
Replacing telltale enemy sound effects with silence

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< Message edited by xe5 -- 3/27/2012 2:39:40 AM >

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RE: Fog of War Mod - 3/27/2012 10:46:11 AM   
Platoon_Michael


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Joined: 3/9/2003
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Those are some Huge FOW changes.
Just needs invisible Transporting VL's to be complete.

I've considered a few of the above mentioned before,but not that many.

The removal of Team Names and Health heads I like because then you cant tell if the whole squad has been killed.

< Message edited by Platoon_Michael -- 3/27/2012 10:48:53 AM >

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Post #: 4
RE: Fog of War Mod - 3/27/2012 2:21:46 PM   
xe5

 

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Joined: 5/3/2009
Status: offline
I just noticed (on a different monitor) that the black health heads can still be seen against the green background.

re: "invisible transporting VLs"

That would entail CCM:AT/JTAC's option for each side to have its own set of VLs in a scenario, and to make some/all of those VLs invisible. In std. CC, having .BTDs with fixed VLs makes for repetitive tactical play. Ive also revised all the .BTDs so that all maps have 16 VLs, and so that as many VLs as possible are on defensible terrain. The typical practice of thoughtlessly slapping VLs down in the open makes the AI perform even more poorly and the role of armor more dominant. As seen on the tactical map above, if a VL has cover & concealment (eg. bldg), the AI's defense will benefit.

VLs should be dynamic, each map having a large pool of potential VLs from which a subset could be auto-selected for each battle, based on existing map control.

(in reply to Platoon_Michael)
Post #: 5
RE: Fog of War Mod - 3/28/2012 6:23:32 PM   
Cathartes

 

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fascinating.

How? editing the .exe among other things?

Does the player lose a lot of information in their own battlegroup screen?

(in reply to xe5)
Post #: 6
RE: Fog of War Mod - 3/29/2012 1:03:32 AM   
xe5

 

Posts: 783
Joined: 5/3/2009
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re: "editing the .exe"

The changes I made are all data, graphics and sfx as Im sure your aware. The idea for an auto-selected VL "pool" is an old CC pipe dream for a revised .exe. Examples of similar dynamic 'flag' concepts can be seen in other games.
The 1-2-3 pt VL based campaign scoring system isnt a accurate measure of victory anyway, so having 16 VLs on every map doesnt detract much from realism in that respect.

As far as AT/JTAC, the diverse scenario options and 'random' events trigger system Steve implemented would have been glorious additions to the std CC scenario editor.

Health Heads are a shared resource and the most noticeable effect on the player's situational awareness, but their absence is offset by the detailed Soldier Monitor info.

(in reply to Cathartes)
Post #: 7
RE: Fog of War Mod - 11/21/2012 1:34:59 PM   
slipper

 

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xe5

I was wondering if this mod is still in development at all please?

regards

slipper

(in reply to xe5)
Post #: 8
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