sea level and solar output

sea level and solar output

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mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

sea level and solar output

Post by mufdvr222 »

Would it be possible to move the sea level info into the .smd and add a solar output value as well, I just think it would be helpfull to people doing maps, "massive time saver" to be able to specify the sea level there instead.
The solar output value would be usefull for night maps, getting 20 from a solar at night just seems wrong.
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

yeah I agree there, but unfortunatly in core prime type maps it shouldn't receive much solar light too and wind is non existant on CP too...so what power will you have to start out with then?
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Actually I would think CP would receive a LOT of solar power--it IS the Arm/Core original homeworld, encased in metal, so obviously it was in a habital area of space, and there's no atmosphere to block or distort the solar radiation... it'd actually be quite suitable for solar farming, at least on the day side ;)
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

we could assume that the "stary sky" maps are on planets without atmosphere then... or make a reverse energy making metal extractor... I don't think the FBI format supports that kind of creativity however.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

You could make a building that converts metal into energy.

Metal makers work using these tags (or something similar):

MetalMake
EnergyUse

as there are also

EnergyMake
MetalUse

tags you could easily make an energy convertor
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

I am not aware of a metal use tag however.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

I'm sure there is, you know for units that use metal and that to move etc (goes checking)

EDIT: It exists: MetalUse - "The amount of metal per tick the unit will use while turned on" (From the fbi wiki: http://taspring.clan-sy.com/wiki/Units:FBI )
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

It'd be neat if a cheat inside TA Spring moved water level, so you can experiment with different levels.
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

I see the point regarding known maps like cpia but I am working on a night map, not a space map so there is a normal atmosphere, I wanted to use high variable wind and tidal for energy and limit solar to something like an output of less than 5.
Image
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

that is a cool looking map!
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Has anyone created a Radiation Exposure typemap or Wind typemap yet? certain areas get more sunlight or then others, so they get more solar energy output or wind output.. could put a whole new spin on things...

:ponders maybe have like ten different wind typemaps and a different one is accessed every two seconds to modify the wind output between short intervals bcause wind isnt constant.. O_o yeah im thinkg not


*i need sleep* :(


PS is it at all possible to merge changes with CVS ver in some way, shape or form?
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Dragon45 wrote:Has anyone created a Radiation Exposure typemap or Wind typemap yet? certain areas get more sunlight or then others, so they get more solar energy output or wind output.. could put a whole new spin on things...

:ponders maybe have like ten different wind typemaps and a different one is accessed every two seconds to modify the wind output between short intervals bcause wind isnt constant.. O_o yeah im thinkg not


*i need sleep* :(


PS is it at all possible to merge changes with CVS ver in some way, shape or form?
Hmmm that would make thing very interesting and would give us a way to specify how much solar energy was available. :-)
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Re: sea level and solar output

Post by PauloMorfeo »

mufdvr222 wrote:Would it be possible to move the sea level info into the .smd ... "massive time saver" ...
True!
mufdvr222 wrote:...
The solar output value would be usefull for night maps, getting 20 from a solar at night just seems wrong.
It would be interesting to have the possibility to define if the solar output was continuous or not and, if not, how fast would change and how much they would give in day-time and in night-time and in what time of day the game would start.

The problem is that the game has built-in shades, lightings and sun in the sky... They would all have to move otherwise it would be even sillier to have the solars not output anything and seeing the sun shining in the sky.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

It would be very confusing to have solar outputs vary depending on the map, the location on the map, the season, the time of the day, etc...

I'd much rather have a constant solar output that all those confusing variations. I know that for a long time in TA I never built windgen cause it was too hard to remember when they are useful and when they are not.
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

hehe. Like somebody else wrote in this forum
" i want to play ta spring , not wheather forecast".

Single constants per map are great, but i thing time or place depending solar/wind efficiencies are a bit too much micro...
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Well theres always Geo's. Also a Day/Night cycle could be really cool. Earth 2160, anyone?
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hrmph
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Post by hrmph »

Having the solars fluctuate power would not add much to gameplay. I am against it.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

it would detract from it...u depend on solars
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

The problem is also that the engine has to know the unit is actually a solar. Right now it's just another thing that produces energy. Meaning it will not only require changes in the engine but also in the mods.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Well in Earth 2160 you set up batteries (already implemented as in, Energy Storage, in TA Spring) and at night you run energy off your battierys. If they run out, your high powered defences are off line. But at night, the enemy have a harder time finding your base. Also if some one blasts your battierys, then you'll need to have backup power or units.

Energy can be an expanded importance, makeing the resoursing more interesting and the game more fun (hopefully).
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