Will there be weather effects?
Moderator: Moderators
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
The snow build up isn't really necessary, as cool as it would be. It just sounds like alot of effort for a minor issue. If some sort of buildup is needed so that it looks less artificial, I think textures would be the best way to go about it. Then you could do a light dusting of snow for light snow conditions, and if the snow started coming down more heavily (obviously weather wouldn't be a constant, but liable to random changes, in good and bad directions), than the textures would show the plants being more covered. Not enough that it would halt construction though.
*brainwave*
If you were able to have a method that detects what sort of terrain an area of map is (green, acid, mars, snow) to institute weather effects (and do the unit effects, like slowing them down, etc), then buildings would be able to detect what terrain they are built in, and change textures accordingly. A structure built in the snow would have snowed-on textures, a structure built in grass would have camoflage textures, a structure built on mars terrain would have different "heat resistant" textures, etc...
Again, I doubt the work would be that much extra, using a similar program as the one used by SY's to change tonal textures to flat textures...
... and depth can be imitated with a good 2D overlay (as shown in the total war games)
*brainwave*
If you were able to have a method that detects what sort of terrain an area of map is (green, acid, mars, snow) to institute weather effects (and do the unit effects, like slowing them down, etc), then buildings would be able to detect what terrain they are built in, and change textures accordingly. A structure built in the snow would have snowed-on textures, a structure built in grass would have camoflage textures, a structure built on mars terrain would have different "heat resistant" textures, etc...
Again, I doubt the work would be that much extra, using a similar program as the one used by SY's to change tonal textures to flat textures...
... and depth can be imitated with a good 2D overlay (as shown in the total war games)
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
Hey anyone here remember Turn Based Strategy serie Battle Isle 1-3 ?
I was always in love with weather messages (like expecting cold weather in next days , rivers and lakes will freeze etc) ...
was giving great strategy concept to do fast vehicle movements over ice etc ...
of course ... all optional (so who like will enable that on server who not will disable) ...
but definitely must for future releases ...
I was always in love with weather messages (like expecting cold weather in next days , rivers and lakes will freeze etc) ...
was giving great strategy concept to do fast vehicle movements over ice etc ...
of course ... all optional (so who like will enable that on server who not will disable) ...
but definitely must for future releases ...
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Geez that's just no argument. If you don't know you just build 1 wind which costs u 52 metal and then you'll know. And on planets with no atmosphere like moon maps there is of course no wind so you don't even have to bother trying there.
Of course there are lame maps where u suddenly find out that tidals give +60 or something like that, which isn't a nice surprise. But mostly wind is okay and cheaper.
Of course there are lame maps where u suddenly find out that tidals give +60 or something like that, which isn't a nice surprise. But mostly wind is okay and cheaper.
-
- Posts: 35
- Joined: 13 Mar 2005, 00:12
Yeah it would be more realistic, however solars are are the game to provide a stable source of energy income contrary to winds. Maybe they should give a minimum of 20e + a variable(ranging from 0-10) based on cloud cover etc. or how close a planet is to the sun in that solar system. Would be nice to have 3 suns on a map.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Maps need to have a description of the average amount of wind energy they provide.Torrasque wrote:I have been always annoyed by the fact that on some map, solar are better and some other, it's the wind.
Having to know before hand or having to guess or having to build on wind-colector just to find out it's useless is wrong.
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Yeah, I definitely think that bizarre/alien weather effects would really sell the whole "fighting across the galaxy" byline.
However, I don't think that solar's should just up and quit if there is a day/night cycle. Presumedly they would be able to store energy within internal batteries for use during night cycles, as well as drawing on electromagnetic radiation and heat sources for energy. Most modern day solar power plants aren't entirely useless at night.
... Of course, thats just a bunch of lingo to say that solar plants are the "generic" energy source for TA. Removing their generic nature completely changes TA's balance and gameplay, and I don't think for the better, simply because there would be no option. What are players supposed to do during night time on a moon map?
However, I don't think that solar's should just up and quit if there is a day/night cycle. Presumedly they would be able to store energy within internal batteries for use during night cycles, as well as drawing on electromagnetic radiation and heat sources for energy. Most modern day solar power plants aren't entirely useless at night.
... Of course, thats just a bunch of lingo to say that solar plants are the "generic" energy source for TA. Removing their generic nature completely changes TA's balance and gameplay, and I don't think for the better, simply because there would be no option. What are players supposed to do during night time on a moon map?
It would increase the importance of Energy storage facilities, and could increase the tatical importance of attack timing, hitting the enemy close to dawn when their energy reserves are at the lowest and my not be able to power their hlt's. Also, one could create a fission power plant that uses metal to create energy, reversing the process of a metal maker (which I always assumed was a form of endothermic fusion). However, I agree that this would change TA's balance and gameplay. Thus I think it should be an option, if it is put in.