tree regenerating
Moderator: Moderators
tree regenerating
for mod like antic medieval the trees is a essential feature not wind or solar generator
i suggest to code a natural-raise tree feature like the god-game(not remind title)
for modern mods this look cool because'crushstenght' new feature is not friendly for ecological (and energy)
another wish is about 'rebuild map elevation' new feature : is better to choise to elevate or lower ground for build trench or flat hills like earth2150 rts or simcity editor
i suggest to code a natural-raise tree feature like the god-game(not remind title)
for modern mods this look cool because'crushstenght' new feature is not friendly for ecological (and energy)
another wish is about 'rebuild map elevation' new feature : is better to choise to elevate or lower ground for build trench or flat hills like earth2150 rts or simcity editor
wrong
NTAI builds whatever you tell it to, including features
NTAI can have its attack routines disabled turning it into a neutral player
Features like that can instead be spawned as units created by an AI
GroupAIs arent needed because you can use globalAI helpers by adding the ai tag to a player in the script, or using a GAIA race with GAIA=1; in NTAI's mod definitions
GAIA is possible with NTAI, though NTAI could do with further GAIA support, and a mod that had a use of GAIA.....
NTAI builds whatever you tell it to, including features
NTAI can have its attack routines disabled turning it into a neutral player
Features like that can instead be spawned as units created by an AI
GroupAIs arent needed because you can use globalAI helpers by adding the ai tag to a player in the script, or using a GAIA race with GAIA=1; in NTAI's mod definitions
GAIA is possible with NTAI, though NTAI could do with further GAIA support, and a mod that had a use of GAIA.....
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
I think clearly what we want here is for trees to slowly regrow over time. It isn't like that discussion has ever become a massive flamewar before, so lets talk about that...
I think it would be great to have more feature intellegence. Not that "trees" per say should regrow, but things like regrowing could be useful for some maps/mods.

I think it would be great to have more feature intellegence. Not that "trees" per say should regrow, but things like regrowing could be useful for some maps/mods.
always about features :
i don t understand the correct use of crushstrenght parameter (or another permit to destroy by dozer/pushing )
is aplying to feature or just trees?
is ennemy units may be given crushing damage too
can i add in gamedata new footprint crushstrenght?
i try to add footprint=1 but it seem not fonctionnal without path founding for this
is possibl a foot print=0.5 or footprint=12 ???
is a crushstrenght=1000 destroy a ennemy tank/kbot level1 when contact it ??
i don t understand the correct use of crushstrenght parameter (or another permit to destroy by dozer/pushing )
is aplying to feature or just trees?
is ennemy units may be given crushing damage too
can i add in gamedata new footprint crushstrenght?
i try to add footprint=1 but it seem not fonctionnal without path founding for this
is possibl a foot print=0.5 or footprint=12 ???
is a crushstrenght=1000 destroy a ennemy tank/kbot level1 when contact it ??
so if a not random placing but a max unit and a weight unit is Ai for you me i prefere thinking the ai is a pathfinding or a priority in building/targeting
for me the real AI is when a unit choose to attack between multi target the most valor and dangerous for it self and possible to kill
the AI base for me is wait for slower friendly unit when move
the ai is when a rapido light reco past without stop prox to commandeur and turn around for spoting
AND the ai is when the vulcan or bertha not purchase 3 minut a unvisibl mobil unit seen a second by a plane before then darkness getback
for me the real AI is when a unit choose to attack between multi target the most valor and dangerous for it self and possible to kill
the AI base for me is wait for slower friendly unit when move
the ai is when a rapido light reco past without stop prox to commandeur and turn around for spoting
AND the ai is when the vulcan or bertha not purchase 3 minut a unvisibl mobil unit seen a second by a plane before then darkness getback