• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Konfuchie

Private
2 Badges
Mar 9, 2017
20
0
  • Steel Division: Normandy 44
  • Age of Wonders III
I understand basic mechanics of vision and scouting (and press C tool), but I am not sure about some things. What does very good optics mean compared to medium, or low - how much further they actually see? How that impacts vision on open ground? When do units actually start seeing each other in thick patches of forest? When behind a single three line? How visible exactly is a very good stealth unit when on the move? Just things like that.

Is there any source of information where the numbers used for the mechanics are shown?
 

NoClass

Captain
74 Badges
Feb 10, 2004
308
7
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • 500k Club
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
Since nobody replayed I finally found a post about how it worked for War Game. It is probably just distances adjusted from modern warfare to WW2 scale. A guy named Water made bautiful pictures with everything explained.
http://forums.eugensystems.com/viewtopic.php?t=47480
***EDIT**** I was looking right at it! https://forum.paradoxplaza.com/foru...ntry-with-law-vs-tanks.1026205/#post-22897854

There WAS a spreadsheet with SD spotting ranges (estimated) going around, but I can't remember where it was (reddit?), nor can I vouch for it's accuracy.

It would be GREAT if game devs would actually publish this kind of stuff. I've never heard a good explanation for why hidden mechanics are good in a strategy game.
 
Last edited:

Konfuchie

Private
2 Badges
Mar 9, 2017
20
0
  • Steel Division: Normandy 44
  • Age of Wonders III
I've found it on a twitch stream: https://docs.google.com/spreadsheets/d/1kMbYZe30_PAWR97Bmp55RsrPKz4fBM-awwLX481FIh0/edit#gid=0

Credit goes to Filbert13 on reddit.

Not everything was tested and ranges seem a bit unprecise, but it is an awesome indication. I really hope somebody will figure this out completely.

Someone on You Tube said that recon vehicles can't spot infantry in green hedgerows before they got shot at by Bazookas, but I m pretty sure only very good stealth Bazooka and Panzerschreck teams can hide so good. Basically we are missing info on high optics and and some other stuff.