Hrmyeah, now I recall that the actual los calculation regarding which units are in view is updated often, while the los visualisation much less often. But the point about how it's done to not eat too much CPU still stands!

Well maybe for you. But many others has done it well, even with 3D engines and then there was only a Pentium II computers used. So maybe it is better if someone would start thinking algorithms and graphic engines to be fixed.
Almost every TA units had los shorter than range, and it was unpleasant to fight in the dark, to not know what your units were firing upon until you saw a wreck appearing in the dark.
So you must then set big berthas and all long range units to have the LOS to same range as their max range?
That is the idea of SCOUTTING. Using radars and just shooting blindly is part of the weakness of player who can not scout and give orders for most dangerous units first. Those who can not understand the point of scouting and identifying enemies are terrified about idea not to se.
TA had that in all the missions, but none of the multiplayer games (bar n00bs). Maybe there is a lesson to learn there, a lesson such as how terrain black until you scout is a bad annoyance that prevents you from queuing mexxes, or some other moral story.
Those who did want easier gameplay without suprsises did disable that feature. They did not like that they had no strategies, they had no idea how to scout and now idea what the enemy was doing because they wanted only simple realtime action game.
That's a bit too old school. A throw back to the ages of Dune2. Plus, it gives you all the annoyance of having to clear a view before enqueuing buildings, without any of the fun of playing the information war with your enemies.
What information war when you have all the information right in front of you? You see the terrain, you can slap just right away all the buildings there and just play very simple game. No need to advance and actually FIND what enemy has doing. in the dark areas.
That'd really change gameplay. You would know if your opponent goes for a rush the moment he drops the first nano particle of his weasel. Any air assault or long range artillery would immediatly be locked on the commander.
That is the information war. If you know everything, it is damn easy to do. If you can not see enemy, you can not expect. If you can not see the terrain, you can not plan your strategies until you scout. And that what you suggest, would not be case on games where they limit (amount of) units. Many liked to play TA by that way you could see enemy all the time. It was just so damn easy then when compared to LOS gameplay or LOS+FOW gameplay what was much harder first.
Is that a RTS? I have never heard of it. Neither google./quote]
Sorry, Three Kingdoms - fate of the dragon
I've seen a RTS (a RTS hybrided with RPG actually) like that. And when you reloaded a savegame, all the map went black anew. :s
And I have seen RTS games where you saved, the FOW areas were stored as well because they were simple vectors what could with very simple infos to be stored. LOS still was valid totally as you would never left the game. Worked perfectly. It is about how you do it, not what it is about.
Oh, Spring also has cylinders and flat rectangles. Not the same shape is used for every purpose. Pathfinding, inter-unit collision, projectiles-units collision, sight, radar: They don't all use the same shape!
Well there you have lots of different shapes what to use. Cylinder allows easily to make 3D FOV/LOS. Just like other games, you just dont draw the part what is in front of your view. So you can zoom in and rotate and everything looks just correctly.
Admit it, you have no idea what you are talking about.
Why I should admit something what I already admitted? I say I think what is the problem because there ARE ways to make things work. Others have done it and only thing what is against that is your opinion or lack of ideas how to actually do it.
I suggest you learn modding, well, not real modding, just a little stat tweaking, barely enough to be able to make yourself a mutator with very high flying plane and check if it can still see the ground
That what I have done. As I said already, my knowledge is limited and I told I was quessing many things. Based to game itself and tweakings.
barely enough to have stumbled on the weapon tag "CylinderTargetting". Then maybe you can realise how ill informed you are about what the Spring engine does and can do, and can come back more enlightened.
Well I have done but the Spring documentes are totall rubbish. Lots of things are needed to do with try & error way. Spring wiki has lots of tags but most of them are undocumented. Tag say something like "BadtargetGroup" (etc) and it is the group what gets shooted. Only way in start to find out how tags work are just trying blindly.
So if you want, you can start making the spring documentation better because you know the stuff. I know that such function is needed to make actually 3D FOW/LOS work but it needs the engine itself to be able draw it correctly as well. If there are features already, then in the end all is almost done. They should be started to be used. In future someone could start thinking out of the box the problem and not just say right away negatively that it is impossible or would need a supercomputer etc.
http://ziggyware.blogspot.com/2007/09/fog-of-war.html
http://www.cokeandcode.com/node/1279
Those are just few idea examples.
And even the coming Starcraft II has FOW/LOS on it. They have added it to 3D RTS game.