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Re: Reduced Visibility Table?


>>You can make any unit exert zero ZOC (Zone of Control).  However, the
>>last time I looked at games that used this (which was before the new
>>pathfinding algorithm was introduced), units still tried to go around
>>invisible enemy units with no ZOC, even though they could not
>>theoretically see those enemy units!
>>
>Heh, it's very messy coding to have a unit be there and not there at the
>same time.
>AI, UI, plan, and task code should only ever iterate over the stack of
>images,
>never over the real units. Action prep sometimes needs to know,
>sometimes not,
>which is part of the messiness.

Actually, this raises a philosophical question. Should a ZOC be ignored
just because the unit is invisible? I'm not sure. Think about a black hole
making its presence felt way before it is seen. Or infantry hidden in the
woods preventing you from moving forward.

A related problem is posed by the user area layer that is used by the
advanced unit code. You may find that you are unable to use a certain cell
because another advanced unit is using it, even though the latter unit is
invisible to you.

Hans



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