GlobalVariable: see-all
t/f
This variable is true
if everything in the world, units, terrain, etc,
is always visible at all times, including initially.
It takes precedence over all other visibility and spying parameters.
Defaults to false
.
GlobalVariable: see-terrain-always
t/f
If this variable is true
, then any side that has seen the terrain of a cell
will be informed if that terrain ever changes.
Defaults to true
.
UnitTypeProperty: see-always
t/f
This property is true
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 false
.
UnitTypeProperty: see-occupants
t/f
This property is true
when a unit's occupants are also seen
whenever the unit itself is under observation.
Defaults to false
.
UnitTypeProperty: spot-action
t/f
If this property is true
,
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 true
.
The people in a cell effectively view (for their side) all units in that cell. Some units can hide from the people.
Table: people-see-chance
u m -> n%
This table is the chance that the people of the
given type m will see a unit of type u.
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 100
.
UnitTypeProperty: vision-range
dist
This property is the maximum range of vision coverage by the unit.
A value of -1
disables all vision,
0
means only units in the same cell may be seen,
and 1
means units in adjacent cells may be seen.
Defaults to 1
.
Table: see-chance-at
u1 u2 -> n%
Table: see-chance-adjacent
u1 u2 -> n%
Table: visibility
u t -> n
Table: vision-night-effect
u t -> n
This table is the multiplier for unit u's vision at night
in each type of terrain t.
Effect is to multiply with both vision range and see-chance.
Defaults to 100
.