sea level and solar output - Page 2

sea level and solar output

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Solar Collectors are the basic Energy Producers, so they need to stay constant. Either that, or replace them with a different type of powerplant.

But a Wind Map and a program to generate it would be really neat.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Well a lot of good points have been raised, we do need a constant energy source at least for start up, its interesting to remember how Cavedog accomodated for variable solar output when they made TAE but never implemented it in the game engine, there must have been a reason I suppose.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Well maby there could be a basic power generator, whitch poduces less power then the other variable generators, but is cheper and smaller.
Tangaroa
Posts: 77
Joined: 17 Aug 2004, 04:50

Post by Tangaroa »

It makes sense for wind generators to produce more power when put in exposed places, and less when put in sheltered places. I am not sure how it could be properly implemented or whether it would add anything to gameplay, though.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

For now, do nothing to solar collectors. But if day/night is implemented at a later stage, they could serve very strategic purposes. For example, we could replace solar collectors with a unit that is identical with a different name and model. Then solar collectors could be made to produce more enregy during the day, and when they are not in shadows.
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