Just having a little fun...
It takes about a half a second to run an operation over this entire map
(Castle.smf, 16x16; AMD64 X2 3800+). If someone wanted to try making
tides, then you'd have to do it by adjusting map segments. It would probably
cause units on the boundary to get stuck.
P.S. This is smoth's fault. He asked me to make sure that ground flattening
was handled properly for LuaGaia (before even having played with it).
From there, I fixed the ground flattening for new mobile units from builders,
adjusted the .give ground flattening, I added this stupid in-game map mod
feature.
FlatLand
WaterWorld
Map Manipulation
Moderator: Moderators
OTA had certain 'weather effects - meteor, hail, etc - but they were just weapons being shot down randomly by the map. nothing like the terrain flattening thing.
If someone were to write a standardized Spring LUA framework for doing certain things (flocking behaviors, tides, etc) we could have some truly dynamic maps... Even like, volcanoes that slowly spew their own mass over the rest of the map o_O
If someone were to write a standardized Spring LUA framework for doing certain things (flocking behaviors, tides, etc) we could have some truly dynamic maps... Even like, volcanoes that slowly spew their own mass over the rest of the map o_O