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- Fog of war
- Fog Of War
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- The fog of war refers to the lack of vision and information on areas of the map that do not have a friendly unit in it, including areas that were explored and but have since been abandoned. Only the terrain and buildings in their last known state (e.g. being built, burning/bleeding) are shown, covered by a gray 'fog'. Updated information on such areas can be gathered by sending a unit (such as an observer) into it, or conducting a scanner sweep.
- The fog of war is the uncertainty in situational awareness experienced by participants in military operations. The term seeks to capture the uncertainty regarding one's own capability, adversary capability, and adversary intent during an engagement, operation, or campaign.
- In the original Glest game, you can turn Fog of War (and Shroud of Darkness with it) off in the INI. In GAE and MegaGlest, this can be done on the new game screen.
- Fog of War is the sixth episode of the second season of The 100. It is the nineteenth episode of the series overall.
- Each unit has a vision range. In missions with Fog of War enabled, anything that falls beyond that vision range is obscured by the Fog of War and cannot be seen. Units cannot attack units that are beyond their vision range. Note that the A.I. (artificial intelligence) in the first three games is able to see the entire map except for woods and reefs but would ignore any units concealed in them unless it accidentally sighted the unit, crosses over it (in which the A.I. does get ambushed though it's not shown) or used Sonja's CO power. However, The A.I. is affected like the player in Dual Strike.
- A feature in both Dungeon Keeper and Dungeon Keeper 2, Fog of War represents the area you have not yet discovered.
- Fog of War permits each player to only perceive portions of the battlefield within view of his own units. By default, Fog of War is turned off.
- The Fog of War is a gameplay mechanic in Tropico 5. It exists from the beginning of the Colonial Era but disappears completely during the Late World Wars era. The player can send out an Infantry squad do get rid of a part of the fog. If the player has Espionage, and has the Ranger Corps built, the building will send out men automatically. The whole island can be unlocked if the player Researches The Compass.
- In the Rise of Nations series, the Fog of War represents the area where allied units currently cannot see. In this area, only neutral buildings, structures, map features such as resources, and last known locations of enemy buildings are shown. The Fog of War hides enemy units and any activity. This shroud is temporarily lifted; when a allied unit moves, their line of sight peels away the fog, revealing and updating the player with any changes to the environment. When that particular unit leaves the area again, the fog of war slowly fills that area again, concealing any enemy units.
- Requirements: • At least 3 participants (2 players and 1 facilitator) • At least 3 rooms (one for Axis-only player/s and the facilitator, one for Allies-only player/s and the facilitator, and one shared room or hallway to conduct combat in). Fog of War Rules: 2) Axis players cannot enter the Allied room; Allied players cannot enter the Axis room. The facilitator can enter either at will. 3) Both teams will have full knowledge of the rules, including National Objectives, etc., which will operate as normal except in the circumstances laid out below. Sample Facilitation Dialogues: 1.
* 1: Blitzkrieg
- Fog of War is marked by the Astros marked with a Blue grid line and a Red Question mark in the middle, Scouts are able to transmit the Data about these astros to your empire while they are in station in the region. If you don't have a ship/base in the region, you cannot see any astros in that region until you put a ship in this region. The fog of war prevents the easy scouting of a region, or galaxy. For this reason scouts are often attacked to continue another players blindness to a defenders actions.
- Each unit has a vision range. In missions with Fog of War enabled, anything that falls beyond that vision range is obscured by the Fog of War and cannot be seen. You cannot attack units that are not within your vision range. Using a torch will light up a large area centered on the user. The Torch staff functions similarly, though it can be centered on a spot that is not the wielder. Assassins, thieves and rogues can see much farther during fog of war. It is thus highly recommended to bring one along.
- The Fog of War is a feature in the Command and Conquer series that prevents you from seeing certain units and structures. All areas of the map that's not immediately within any of your units' sight ranges and not covered by the shroud is the Fog of War. It is to represent the uncertainty produced by gaps in military intelligence. Some trainers are used to remove fog of war in later games, for its absence is a major characteristic distinguishing Command & Conquer from other RTS franchises such as Starcraft.
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| - Der Krieg ist das Gebiet der Ungewißheit; drei Vierteile derjenigen Dinge, worauf das Handeln im Kriege gebaut wird, liegen im Nebel einer mehr oder weniger großen Ungewißheit. Hier ist es also zuerst, wo ein feiner, durchdringender Verstand in Anspruch genommen wird, um mit dem Takte seines Urteils die Wahrheit herauszufühlen.
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| - You can use the box below to create new pages for this mini-wiki. preload=Fog Of War/preload editintro=Fog Of War/editintro width=25
- The fog of war refers to the lack of vision and information on areas of the map that do not have a friendly unit in it, including areas that were explored and but have since been abandoned. Only the terrain and buildings in their last known state (e.g. being built, burning/bleeding) are shown, covered by a gray 'fog'. Updated information on such areas can be gathered by sending a unit (such as an observer) into it, or conducting a scanner sweep.
- The fog of war is the uncertainty in situational awareness experienced by participants in military operations. The term seeks to capture the uncertainty regarding one's own capability, adversary capability, and adversary intent during an engagement, operation, or campaign.
- In the original Glest game, you can turn Fog of War (and Shroud of Darkness with it) off in the INI. In GAE and MegaGlest, this can be done on the new game screen.
- Fog of War is the sixth episode of the second season of The 100. It is the nineteenth episode of the series overall.
- The Fog of War is a feature in the Command and Conquer series that prevents you from seeing certain units and structures. All areas of the map that's not immediately within any of your units' sight ranges and not covered by the shroud is the Fog of War. It is to represent the uncertainty produced by gaps in military intelligence. Unlike the shroud the player can see the terrain in the fog of war clearly, while structures shown as they were last seen (whether of not they've changed since then cannot be determined until another of your units gets with sight range of it again) and units are not shown at all. Commanders must be careful on leading forces into the Fog of War because there might be enemies in the fog. Commanders can also take advantage of the fog of war (though not against AI opponents) by putting long-range units along with spotters and some tanks to ambush enemies that may be passing by. It is recommended that a commander send scouts to prevent enemies maneuvering unnoticed in the fog. Aircraft are also recommended in games from Generals onward because of their huge sight. However, in earlier games, planes do not have a very large sight radius, so they are not recommended. In earlier games, fog of war is only an option in skirmish and multiplayer modes. In campaign modes, when shroud covers an area is dispersed, this area will be clearly seen permanently. However since Generals, due to increased number and effectiveness of support powers (especially offensive powers), also the tremendously enhanced superweapons, fog of war is added to campaign modes and is always activated in both skirmish and multiplayer modes, for consideration of balancing. Commanders not only unable to keep an area clearly seen without placing units or structures within its vicinity, also cannot aim support powers on a position if it's covered by fog of war. Still, superweapons are not obscured by fog of war, which means a commander can call down superweapon attack if he/she acknowledges targets' whereabouts inside fogs. And superweapons have the side effect of temporarily removing fog of war, so offensive powers can be called down as follow-up attacks. Some trainers are used to remove fog of war in later games, for its absence is a major characteristic distinguishing Command & Conquer from other RTS franchises such as Starcraft.
- Each unit has a vision range. In missions with Fog of War enabled, anything that falls beyond that vision range is obscured by the Fog of War and cannot be seen. You cannot attack units that are not within your vision range. Using a torch will light up a large area centered on the user. The Torch staff functions similarly, though it can be centered on a spot that is not the wielder. Assassins, thieves and rogues can see much farther during fog of war. It is thus highly recommended to bring one along. In Fire Emblem: Radiant Dawn, there are Watch Fires that let you see further in a certain range as long as it is burning. It is important to make sure that before you make any units move into obscured territory, the most appropriate weapon or tome is equipped, based on the circumstances, as if you walk into an obscured enemy, you're automatically forced to wait. Fog of War is also present in the Fire Emblem Shadow Dragon WiFi battles, but not in the story mode. Many players dislike the Fog of War, not because of the fog itself, but because the CPU is unaffected by it. The CPU has full vision of the entire map and can move to the players' position and attack on the same turn, while players have to sacrifice a unit's turn just to gain vision of the map, and cannot even attack should they know enemies are within the fog. This imbalance creates an advantage for the CPU that many players find unfair for a strategy game.
- Each unit has a vision range. In missions with Fog of War enabled, anything that falls beyond that vision range is obscured by the Fog of War and cannot be seen. Units cannot attack units that are beyond their vision range. Note that the A.I. (artificial intelligence) in the first three games is able to see the entire map except for woods and reefs but would ignore any units concealed in them unless it accidentally sighted the unit, crosses over it (in which the A.I. does get ambushed though it's not shown) or used Sonja's CO power. However, The A.I. is affected like the player in Dual Strike.
- Fog of War is marked by the Astros marked with a Blue grid line and a Red Question mark in the middle, Scouts are able to transmit the Data about these astros to your empire while they are in station in the region. If you don't have a ship/base in the region, you cannot see any astros in that region until you put a ship in this region. The fog of war prevents the easy scouting of a region, or galaxy. For this reason scouts are often attacked to continue another players blindness to a defenders actions. Fog of War can be very annoying, but it can be very useful if used properly. If you can always keep a ship in your enemies' regions, and you can keep their ships out of your's, you will have a significant advantage, as they will not be able to see your fleet movements, but you can see their's. It is advised that you always keep AT LEAST 1 scout ships in a region with your enemies in it, so you can monitor their movements and plan accordingly.
- A feature in both Dungeon Keeper and Dungeon Keeper 2, Fog of War represents the area you have not yet discovered.
- In the Rise of Nations series, the Fog of War represents the area where allied units currently cannot see. In this area, only neutral buildings, structures, map features such as resources, and last known locations of enemy buildings are shown. The Fog of War hides enemy units and any activity. This shroud is temporarily lifted; when a allied unit moves, their line of sight peels away the fog, revealing and updating the player with any changes to the environment. When that particular unit leaves the area again, the fog of war slowly fills that area again, concealing any enemy units. This emphasizes the way units see. If a unit is detected, it will visually appear but if it leaves into the fog, it will vanish and you will have to relocate your forces to that unit's last known location to keep it in your sights. A second layer, known as a Shroud is a semi-permanent layer. This hides everything beneath. Once a unit moves into the shroud, it peels back, revealing the environment beneath. When the unit leaves, the Fog of War covers the area, where the Shroud once covered.
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