Re: When Does the AI Give Up???
It actually seems rational that the locations of units could be pin pointed without being able to visibly see them. The visibility conditions would be a factor as to how this occurs. WinSPWW2 provides visibility in hexes, but not what conditions cause limit the visibility.
That being said, conditions could be assumed to be just levels of light and darkness rather than dust storms, rain, snow storms, etc. On a dark night, it would be possible to pin point the location of a unit beyond normal visibility ranges based on muzzle flashes. Muzzle blasts realistically kick up more dust than they generate smoke, but who's to say what the cloud over a firing unit actually is?
The reason I brought it up in the first place was it wasn't clear if the mortar had fired at all since when I saw it there was no smoke and it was oriented straight ahead. I did have units the could have seen the location if the visibility had been higher than 9. More than likely, the mortar had fired and enough time had passed and the smoke dissipated. I had mentioned a location directly ahead of the mortar had been hit earlier in the battle. At the time, I was more enjoying the fact the mortar was hitting their own men than trying to figure out where the fire was coming from.
As for being a bug, Andy indicates it's not. By definition, a bug is code that isn't working as intended and this evidently it is working just fine. I'm content with that. It may not work how everyone would like it to work, but as long as it works properly, that's cool. Being a game programmer is like being a politician; you aren't going to make everyone happy.
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