History Main / FogOfWar

9th Aug '16 7:48:04 PM Ripburger
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* ''{{X-COM}}'' reveals the terrain as it's explored, but doesn't show which parts are not visible at the moment, while aliens are only visible if they're within your troops' line of sight. After you've explored the entire map, it becomes frustrating trying to find that last alien when you're not even sure where to look. This problem is averted in the [[XComEnemyUnknown reboot]], where after a certain number of turns the enemy will come to you.

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* ''{{X-COM}}'' ''{{VideoGame/XCOM}}'' reveals the terrain as it's explored, but doesn't show which parts are not visible at the moment, while aliens are only visible if they're within your troops' line of sight. After you've explored the entire map, it becomes frustrating trying to find that last alien when you're not even sure where to look. This problem is averted in the [[XComEnemyUnknown [[VideoGame/XCOMEnemyUnknown reboot]], where after a certain number of turns the enemy will come to you.
7th Jul '16 12:59:15 PM ThatBitterTase
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** As if lampshading this, [[VideoGame/FireEmblemElibe Fire Emblem: Blazing Sword]] gives fog of war levels ''their own {{Leitmotif}}'' - a dreary dirge, [[https://www.youtube.com/watch?v=bMGQFF34ZZQ "Shadow Approaches"]].
14th May '16 12:39:28 AM Morgenthaler
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* The turn-based ''VideoGame/{{Civilization}}'' games (including kissing cousin ''SidMeiersAlphaCentauri'') use a Fog of War; one of the diplomatic options available is trading your explored map knowledge with other cultures.

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* The turn-based ''VideoGame/{{Civilization}}'' games (including kissing cousin ''SidMeiersAlphaCentauri'') ''VideoGame/SidMeiersAlphaCentauri'') use a Fog of War; one of the diplomatic options available is trading your explored map knowledge with other cultures.
25th Mar '16 2:59:27 PM Morgenthaler
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* PC example: ''{{DEFCON}}: Everybody Dies'' only allows you to see enemy units that enter within range of your and your allies' radar. You cannot tell where the enemy's defensive units are unless you send some offensive units within radar range -- which allows both sides to see each other.

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* PC example: ''{{DEFCON}}: ''VideoGame/{{DEFCON}}: Everybody Dies'' only allows you to see enemy units that enter within range of your and your allies' radar. You cannot tell where the enemy's defensive units are unless you send some offensive units within radar range -- which allows both sides to see each other.



* The ''FireEmblem'' series, starting with ''Thracia 776'', has maps with fog. It can be literal fog, nighttime darkness, or in some cases other weather effects (up to blizzards and sandstorms), but it functions with the same fog-of-war rules as ''Advance Wars'', sans units being able to hide on certain terrain. In some of the games, Thieves and classes coming from them (like Assassins and Rogues) get to see much farther in the fog, and sometimes you can get Torches and Torch staves to temporarily dissipate the fog/darkness. ([[MyRulesAreNotYourRules Enemies will have no trouble hunting you down in that darkness, though.]]) Every single one of these is [[ThatOneLevel met with groans of disgust]] by the disgruntled fans.

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* The ''FireEmblem'' ''VideoGame/FireEmblem'' series, starting with ''Thracia 776'', has maps with fog. It can be literal fog, nighttime darkness, or in some cases other weather effects (up to blizzards and sandstorms), but it functions with the same fog-of-war rules as ''Advance Wars'', sans units being able to hide on certain terrain. In some of the games, Thieves and classes coming from them (like Assassins and Rogues) get to see much farther in the fog, and sometimes you can get Torches and Torch staves to temporarily dissipate the fog/darkness. ([[MyRulesAreNotYourRules Enemies will have no trouble hunting you down in that darkness, though.]]) Every single one of these is [[ThatOneLevel met with groans of disgust]] by the disgruntled fans.
3rd Mar '16 9:22:19 AM Morgenthaler
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* ''{{Achron}}'' has an interesting variation, because the fog only blocks vision of units. You can still hear units in the fog, and you can see crates and particle effects from weapons. This is explained that the units are actually camouflaged so they can only be seen at short distance.

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* ''{{Achron}}'' ''VideoGame/{{Achron}}'' has an interesting variation, because the fog only blocks vision of units. You can still hear units in the fog, and you can see crates and particle effects from weapons. This is explained that the units are actually camouflaged so they can only be seen at short distance.



* In the RTS TotalAnnihilation, most of the fixed base defenses and artillery units can't even see as far as they can fire, so in order for them to operate effectively, you have to set out patrols of scout units around the perimeter to keep the Fog cleared. Fortunately, the game's excellent command interface makes this a piece of cake, no matter how large or convoluted the perimeter.
** Also, in the spiritual successor VideoGame/SupremeCommander, this can be taken to extremes -- the maps being so much bigger, and many of the weapons having realistic range (one experimental unit has a range of over 100 kilometers), it's possible to bombard positions that are right on the other side of the biggest maps, although the best accuracy is achieved when using either radar or spy planes to provide visual targeting information.
*** Both games had Fog of War, where there was no vision from units, but only Total Annihilation had the unexplored shroud.

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* In the RTS TotalAnnihilation, ''VideoGame/TotalAnnihilation'', most of the fixed base defenses and artillery units can't even see as far as they can fire, so in order for them to operate effectively, you have to set out patrols of scout units around the perimeter to keep the Fog cleared. Fortunately, the game's excellent command interface makes this a piece of cake, no matter how large or convoluted the perimeter.
** * Also, in the spiritual successor VideoGame/SupremeCommander, ''VideoGame/SupremeCommander'', this can be taken to extremes -- the maps being so much bigger, and many of the weapons having realistic range (one experimental unit has a range of over 100 kilometers), it's possible to bombard positions that are right on the other side of the biggest maps, although the best accuracy is achieved when using either radar or spy planes to provide visual targeting information.
*** Both games had Fog of War, where there was no vision from units, but only Total Annihilation had the unexplored shroud.
information.
3rd Mar '16 9:21:49 AM Morgenthaler
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->''You glance through the mist obscuring the battlefield (there always seems to be mist on a battlefield -- some say it's to obscure the [[LeaningOnTheFourthWall parts that haven't finished loading yet]], but you don't know what that means).''

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->''You glance through the mist obscuring the battlefield (there always seems to be mist on a battlefield -- some say it's to obscure the [[LeaningOnTheFourthWall parts that haven't finished loading yet]], yet, but you don't know what that means).''
2nd Nov '15 6:35:42 PM ayjazz
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* ''VideoGame/DeusExMankindDivided'': The hacking mini-game features a fog of war. Unlike in ''HR'', you cannot view the whole system at once. Areas have to be discovered.
14th Sep '15 1:38:52 PM StFan
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* DarkReign was one of the first games to use complex fog of war, making it possible to set ambushes by hiding below cliffs, in depressions in the ground, behind hills, etc.

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* DarkReign ''VideoGame/DarkReign'' was one of the first games to use complex fog of war, making it possible to set ambushes by hiding below cliffs, in depressions in the ground, behind hills, etc.
13th Sep '15 3:29:26 PM surgoshan
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** Similarly, in RealLife, Scots mercenaries would fire off a round from their muskets, then drop their muskets and charge with their big-ass swords through the ensuing cloud of smoke.
12th Sep '15 9:45:53 PM nombretomado
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* The AdvanceWars games featured Fog of War, but only on certain maps or settings. This fog actually affects AI, since it will ignore units that are hidden in forests or reefs by the fog ([[TheComputerIsACheatingBastard except in the first two games]]). Recon units have extra vision radius, infantry and mechs get an extra square if [[IHaveTheHighGround they're on mountains]], and in ''Dual Strike'', Sonja gives all her units extra vision.

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* The AdvanceWars ''VideoGame/AdvanceWars'' games featured Fog of War, but only on certain maps or settings. This fog actually affects AI, since it will ignore units that are hidden in forests or reefs by the fog ([[TheComputerIsACheatingBastard except in the first two games]]). Recon units have extra vision radius, infantry and mechs get an extra square if [[IHaveTheHighGround they're on mountains]], and in ''Dual Strike'', Sonja gives all her units extra vision.
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