sea level and solar output
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sea level and solar output
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.
The solar output value would be usefull for night maps, getting 20 from a solar at night just seems wrong.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
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 

- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
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 )
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 )
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- Posts: 704
- Joined: 30 Oct 2004, 14:14
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?
: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.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?

- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Re: sea level and solar output
True!mufdvr222 wrote:Would it be possible to move the sea level info into the .smd ... "massive time saver" ...
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.mufdvr222 wrote:...
The solar output value would be usefull for night maps, getting 20 from a solar at night just seems wrong.
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.
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.
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.
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).
Energy can be an expanded importance, makeing the resoursing more interesting and the game more fun (hopefully).