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Re: Realistic smoke mod
Posted: Tue Sep 06, 2011 7:41 pm
by con20or
Good question - and you would have to think that the AI isn't hampered as we are as the game was not originally designed to deal with much smoke.
An easy test would be if the artillery keeps firing at targets after their smoke has obscured their view - even friendly artillery.
Re: Realistic smoke mod
Posted: Tue Sep 06, 2011 8:04 pm
by Little Powell
Good question - and you would have to think that the AI isn't hampered as we are as the game was not originally designed to deal with much smoke.
An easy test would be if the artillery keeps firing at targets after their smoke has obscured their view - even friendly artillery.
I don't think smoke has any effect on LOS, friendly or AI. Maybe something for the wishlist.
Re: Realistic smoke mod
Posted: Tue Sep 06, 2011 8:05 pm
by born2see
con20or wrote:
me first. Who's that in your avatar?
If that's directed at me, a young Friedrich Nietzsche.
B
Re: Realistic smoke mod
Posted: Tue Sep 06, 2011 11:49 pm
by Beef Stu
i love this mod, five minutes of shooting and i lost an entire brigade in the smoke. now if we can get it to affect the ai's vision i'd run this all the time. great job.
Re: Realistic smoke mod
Posted: Wed Sep 07, 2011 12:01 am
by Little Powell
now if we can get it to affect the ai's vision i'd run this all the time. great job.
It would be a cool feature but think of it this way; the AI is remarkable in this game (probably the best AI you can find in any game) but it is still AI. It is already at a big disadvantage because it's going up against a human... It should have at least one advantage (being able to see through smoke) to even the playing field a little.

Re: Realistic smoke mod
Posted: Wed Sep 07, 2011 12:36 am
by con20or
con20or wrote:
me first. Who's that in your avatar?
If that's directed at me, a young Friedrich Nietzsche.
B
It was. Is it? Or am I....
Re: Realistic smoke mod
Posted: Wed Sep 07, 2011 2:41 am
by Beef Stu
it's almost like ancient smoke bombs. just have a few regiments start shooting and you could sneak armies around under cover of smoke.
Re: Realistic smoke mod
Posted: Wed Sep 07, 2011 4:29 am
by Marching Thru Georgia
Little Powell wrote:
It would be a cool feature but think of it this way; the AI is remarkable in this game (probably the best AI you can find in any game) but it is still AI. It is already at a big disadvantage because it's going up against a human... It should have at least one advantage (being able to see through smoke) to even the playing field a little.
That's true for normal mode as the player can move and spin his observation point however he likes. But in historic mode, all the advantages that the player has, disappear. In that mode, I'd have to say that the AI is a better tactician than the average player. It would certainly be interesting to see how it reacts in smokey conditions.
Re: Realistic smoke mod
Posted: Wed Sep 07, 2011 7:44 pm
by bafonetto
Three events have been important, for me, in recent months.
1. output SOWGB
2. PIPE CREEK
3. this MOD
It is so nice that I propose, if possible, place it in a future patch (so that it is also for the standard scenarios).
Maybe, for those who do not want, with an option to enable / disable in the options menu of the game (surely some will say, if someone does not want to install it, not installs ...). But in this case will always be a MOD.
In my opinion it should be part of the game.
I vote for the first: YES!.
A curiosity: where to copy the file [efx.csv] so that the program uses it for the original scenarios?
Re: Realistic smoke mod
Posted: Wed Sep 07, 2011 10:35 pm
by con20or
You dont need to change anything - just extract it, put the sub folder in the MODS folder of SOW, then activate the mod in the mod menu in SOW!#
Edit - Just noticed you mention the original scenarios - it may be different for them but can't think why. Mikesla's smoke FPS fix worked on them all as far as I know.