This mod increases the visual range for all squads and entities. Squads have their vision range doubled, while buildings are tripled.
It works by periodically iterating through all available squads and structures and checking the blueprints. If a new blueprint is found, it creates a modifier that increases the visual range for all entities of the same blueprint. This means that there are no edited data files, and the mod will work on new races.
It doesn't seem cool that enemy squads generally aren't visible until within weapon range. I believe that allowing the players to see and respond to enemy movement introduces a tactical element. The range of visibility is still limited, making scouting squads much more effective. If you want even more visibility, you can edit the IncreasedVisibility.scar file and change the following lines: vis_increase_squads = 2.0 vis_increase_bldgs = 3.0
Screenshots will also be more attractive without so much fog of war.
Increased Visibility =-=-=-=-=-=-=-=-=-=- Installation =-=-=-=-=-=- These files are intended for use with Dawn of War v1.41. Place the files in one of the following directories (you may need to create them): [DoW]\WXP\Data\scar\winconditions\ or [DoW]\W40K\Data\scar\winconditions\ Increased Visibility version 1.0 by CutterShane How to Use =-=-=-=-=- When you run Dawn of War and start a skirmish, you will now have a new Game Rule in the Game Options, after you pick your map. Check to enable. Adding Rules as Objectives is the easiest way I know of getting Rules to run without altering existing code. If somebody knows a better way, I'd love to hear it. With Objectives, you just drop the files in, and can check on or off the ones you want to use without having to make a 'compilation mod'. However, these objectives do not create win conditions. That is to say, you cannot achieve a 'visibility victory' with this mod; rather, we are piggybacking on the interface. Contact =-=-=-= Try me at www.secretgovernmentlabs.com, dawnofwar.filefront.com, or forums.relicnews.com
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