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feature idea - modify water level

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option 1:
tidal change, every X minutes (default and changeable option)

option 2:
buildable super "weapon" which loads (like nuke) and when released sinks/ups the water for X minutes

probably it is an engine thing and pathing would be the horror (needs more pathmaps generated i guess, but i have no clue here).

was this already tried before?

brain/ragestorm ON!
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6 years ago
Spring has hardwired waterlevel at depth=0. So the ZK's waterlevel modoption works by adjusting every damn last pixel of the heightmap.

Doing this in a running game is infeasible and would also be wrong.

Otherwise, i see some mapping ideas with this. Rivers that flood to allow ship passage temporarily, for example. Swamps which slow down dry-land units in a wet season, but then don' give amphs any benefits in the dry season. Lavarise that works well with pathing and aircraft.
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6 years ago
Technically this already exists, there just isn't a modoption to configure it. https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/unit_terraform.lua#L3083
+1 / -0
6 years ago
quote:
brain/ragestorm ON!


Ionstorm or Neonstorm...
+0 / -0

6 years ago
I looked at the alpha dynamic water implementation (above link), it's mind boggling! Too bad it did not make its way into the main engine.
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