Can anyone explain to me the Fog of War aspect built into Sound RTS?
Is there a way to diminish it?
Perhaps positioning of footman/peasants?
is there a way to prevent it?
what triggers it?
I understand that in times of war/conflict..there is a reduction in the
information that may be coming from a specific area.
but not sure how this relates to Sound RTS?
Once Fog of War hits a particular square in Sound RTS..is it immune to a
comeback to that same area?
Does Fog of War flow over the playfield or does it jump around?
thanks for any info you can pass along.
Robert
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