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my two cents
Posted: 07 Jul 2010, 17:35
by cainchild
I just thought I would add my repetitive two cents worth about needing LOS/fog of war, and the ability to see the units ranges and los if I clicked on it(as it does when seeking to build it). I would also love to see more control of adjusting solar output.
Re: my two cents
Posted: 07 Jul 2010, 17:50
by oksnoop2
If you hold down A while you have a unit selected it should show it's attack range. The solar panel thing sounds interesting. If you don't mind could you elaborate on the greater control bit?
Re: my two cents
Posted: 07 Jul 2010, 17:53
by zwzsg
cainchild wrote:I just thought I would add my repetitive two cents worth about needing LOS/fog of war, and the ability to see the units ranges and los if I clicked on it(as it does when seeking to build it). I would also love to see more control of adjusting solar output.
To see los and fog of war and radar ranges, there's the little known and ugly L and ; keys.
What do you mean by adjusting solar output? Making solar more or less effective depending on the map? You already have wind for that!
Re: my two cents
Posted: 07 Jul 2010, 17:56
by luckywaldo7
There is a widget to see attack ranges of selected units:
http://widgetdb.springrts.de/lua_manage ... =10&id=332
Re: my two cents
Posted: 07 Jul 2010, 17:59
by hoijui
maybe there will be gadgets that create clouds which cast shadows, which influence solar efficiency. the difference there to wind would be, that it is a local phenomenon. of course this would open the way for new techniques, like dark cloud bombers, after which you had to look for alternative energy sources, like human bodies...
Re: my two cents
Posted: 07 Jul 2010, 20:02
by cainchild
no, wind is variable energy. The primary difference between wind and solar as I see it is one is a surplus or buffer (wind) and is more dependent on storage to smooth out the variations. While solar is steady and is the regular unbuffered production part. Adjusting sunllight levels by 10-20% would thus adjust the steady portion or early power production and later supplemental production. A map with alot of metal could reduce solar to make ti so that advance solar plants produced enough energy that when coupled with a metal maker that would boink out -1 energy, rather than +15.
This would also make room down the road for weapons that had variable damage or range depending on the sunlight, wind or geothermal variation. I've always wanted to see a weapon whos range varied with the wind (like a wind powered doomsday that powered itself[lol@redundancy], or a solar assisted sumo that didn't suck power like a $3 hooker on the set of the electric company). Variable sunlight could also affect cloaked units. So the sumo would use 1 energy per shot in full sunlight, 8 in low light etc. The solar still wouldn't vary, unless by clouds, but would be a steady increase/decrease based on the map.
Re: my two cents
Posted: 07 Jul 2010, 20:30
by FLOZi
'Solar' is not actually something the engine understands, solar units in BA etc just produce a static amount of energy per tick. BA etc could easily write a modoption to allow control over the level of energy 'Solars' produce.