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levelground=1;? Does it work anymore?

Posted: 20 Oct 2007, 02:41
by Snipawolf
Could someone else perform some tests? The only time it levels ground with this enabled is when I .give the buildings...

Posted: 20 Oct 2007, 03:02
by Snipawolf
Wait, there is an error here...

If I use multiple units to build a building, it skips the flattening part... Huhmmm...

Posted: 20 Oct 2007, 04:12
by Pressure Line
it doesnt skip it, it just does it while its building, rather than waiting for the flattening to finish. also, buildings with 'floater = 1;' dont flatten the ground. no idea why not.

Posted: 20 Oct 2007, 07:46
by Saktoth
When you first place down the building, you're mans will flatten the terrain before he starts to build the structure.

However, if you tell anyone to 'repair' (Or, rather, assist) the structure (even your original mans) then they will just construct the nanoframe regardless of whether the terrain is flattened.

So you can intentionally or unintentionally cancel the whole terraforming process if you want to.

Try getting an aircraft assisted by some nanotowers to build on lumpy terrain. The building will finish before the aircraft has even finished terraforming, and will keep terraforming even after the building is finished.

Posted: 20 Oct 2007, 08:05
by KDR_11k
When other cons guard they help with the terraforming but the repair order can skip that. Maybe that should be fixed sometime...

Posted: 20 Oct 2007, 15:14
by SinbadEV
"All" that would need to be done would be for the new unit's frame to not be generated (and therefore not targettable with repair operations) until the ground it is on is flattened sufficiently.

Posted: 20 Oct 2007, 15:37
by Saktoth
SinbadEV wrote:"All" that would need to be done would be for the new unit's frame to not be generated (and therefore not targettable with repair operations) until the ground it is on is flattened sufficiently.
Solution sucks. Then you cant give orders to assist it immediately, but would have to use a guard order. This would mean the con might drag his buddies around with him everywhere afterwards.

Say you have nanotowers on patrol and put down a fac, you want the nanotowers to start helping right away but dont want to stick them on guard because that con will be wandering off soon.

Posted: 20 Oct 2007, 15:40
by KDR_11k
Good idea, I'd go a step further and prevent a spawn until the first nanopacket is added. Then again the building will have to block the area already to prevent a unit from moving in the way...

Posted: 20 Oct 2007, 15:47
by rattle
There's a problem with terraforming though as it gets ignored pretty often. Solution was to have your builder repair the nanocage.

Posted: 20 Oct 2007, 19:00
by Saktoth
Another problem is that on sloped land, you can easily press f2 and see where the enemy has placed his fac, and sometimes even his winds, mexes, llts' etc.

Pros will cancel the terraforming on at least their fac so as to not give this information away.

Its not a huge thing, but its something to keep in mind with terraforming. AFAIK the terraforming thing is more so that the model rests properly on the ground, and is a sort of visual thing rather than something that really effects gameplay. IMO the option to cancel it isnt so bad, but perhaps that should be left to modders (as they can remove terrain flattening entirely).

Posted: 20 Oct 2007, 19:03
by Snipawolf
Well, I mean, the units look horrid without the flattening because my basic factory is 15x15... Yes, I have a large scale. So, with the ground height fluctuating a lot, I need a high slope tolerance, then it looks extremely bad to have parts of the hill sticking through the bottom, and covering up conveyor belts, etc.