hey, would it be possible to have a skill that would give the unit sight of squares farther than its sight range? like a telescope or bonocular skill where the target could view a square and or the squares around it from like 10 spaces away? would be cool for fog and would help determine where units are. it would also be nice for a skill to place a fog back on a area that is known, for the enemies purposes more than anything, as the enemy doesn't seem to be affected by fog at all and can find you quite easily, so it would be nice to have a fog that you could place to try to hide your units kind of like a smoke screen. i also think it would be nice though it might be possible to have units with no sight have a skill that gives them a sight for a limited amount of turns, mainly for space crafts as it would be a nice way of introducing radar sonar and scanners. i also suggest a way to fill in fog on a map in the edditor so that not the whole map is filled with fog, so maybe half the map fog half not so you would know what your map showed as friendly or whatever good for knowing where some ships or units of the enemy are in the beginning and where some arent d. i also want to know weather the fog could be used as a unit hider, but not a terrain hider, thought this may also be in effect already, but where you may not know who is on the tile but you know a river is on the tile, giving an idea of the land but not the units. just some ideas loving fog and unexplored! austen On 12/30/12, Allan Thompson <allan1.thompson@xxxxxxx> wrote: > Hi carlos, > I do use those buttons quite a bit, and I find them incredibly useful, when > the info is present and accurate. The problem is that if I make changes, I > keep haveing to update the description, and sometimes I just forget to do so > till it is too late, lol. > > al > "The truth will set you free" > Jesus Christ of Nazareth 33A.D. > ----- Original Message ----- > From: Carlos Macintosh > To: ian-reeds-games@xxxxxxxxxxxxx > Sent: Saturday, December 29, 2012 11:41 PM > Subject: [ian-reeds-games] Re: Tactical Battle 1.11 dev 4 > > > Hmm, I think I will keep my current map series where you can see > everything. > I would need to create a new series which would have a greater focus on > exploration as compared to combat for it to be beneficial in my opinion. > > Hey Ian, another feature request, a command to view effects a unit is > affected by along with the effect description. Most of them are pretty > easy, > but, for example, the hypnotize effect in my Redwall map isn't all that > obvious unless you attempt to go beyond your AP limit. Perhaps f9 could > list > or toggle through all the effects on the unit currently focussed, whether > > it's friendly or enemy, and read off the description? As it is, > descriptions > for effects attached to units are nigh on useless, so I don't even really > > type them in. I usually type in some random thing to get it over with. > > Oh, by the way, question for all of you who have played my Redwall or Tomb > > Robber series. Do you use the f5 and f6 keys at all? If so, is the > information you get from those keys, as well as the skill info you get > swhen > using f4 on a skill, useful? If not, how could I make it useful? I ask > this > question because if people use them and get their needed information out > of > them, I might do away with all the skill and effect and terrain > descriptions > in the user guide. THen I could spend more time in the guide talking about > > maps, or game tips, or whatever, instead of dry mechanics. > >