1 |
Try playing with visual settings and see what you can get away with.
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1 |
Try playing with visual settings and see what you can get away with.
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2 |
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2 |
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3 |
The two bottom settings, water quality and water type, appear to have an impact on the way the units look when submerged. With those settings higher than lowest there appears, at least to me, to be a greater contrast between submerged and emerged units. Perhaps others who are willing to spend more time on this can suggest, if any, what other settings help with submerged units.
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3 |
The two bottom settings, water quality and water type, appear to have an impact on the way the units look when submerged. With those settings higher than lowest there appears, at least to me, to be a greater contrast between submerged and emerged units. Perhaps others who are willing to spend more time on this can suggest, if any, what other settings help with submerged units.
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4 |
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4 |
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5 |
That
being
said,
if
you
move
the
mouse
over
any
area
and
hold
space,
you
can
see
the
height
of
land.
If
it's
negative,
it's
under
water
or
lava.
Around
-20
is
where
units
start
to
become
submerged
and
require
radar
to
see
as
well
as
underwater
weapons
to
shoot
at
(
archer's
blast,
torpedoes.
.
.
)
.
Units
that
can
walk
in
deep
water
but
cannot
shoot
will
not
be
able
to
defend
themselves
starting
-21
if
memory
serves,
or
somehwere
near
that
value.
|
5 |
That
being
said,
if
you
move
the
mouse
over
any
area
and
hold
space,
you
can
see
the
height
of
land.
If
it's
negative,
it's
under
water
or
lava.
Around
-20
is
where
units
start
to
become
submerged
and
require
sonar
to
see
as
well
as
underwater
weapons
to
shoot
at
(
archer's
blast,
torpedoes.
.
.
)
.
Units
that
can
walk
in
deep
water
but
cannot
shoot
will
not
be
able
to
defend
themselves
starting
-21
if
memory
serves,
or
somehwere
near
that
value.
|
6 |
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6 |
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7 |
Above -20, units are typically visible and terrain is considered shallow enough for most units to traverse, althrough at lower speed than dry land.
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7 |
Above -20, units are typically visible and terrain is considered shallow enough for most units to traverse, althrough at lower speed than dry land.
|
8 |
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8 |
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9 |
Zoomed out, at a glance, you can tell shallow water from deep water where the color is lighter. The center of this map forms a lightning bolt/zigzag across the two center islands. The immediate shade around the islands as well as the lighning bolt are shallow, as indicated by the light tone. The two rocks southwest and northeast also have light tone around them, as do the starting areas southwest and northeast. If you spacebar over those, they are all above -20. The bigger oval that makes up most of the map and is a darker shade is at greater depth than -20, forcing units to submerge if they can't float.
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9 |
Zoomed out, at a glance, you can tell shallow water from deep water where the color is lighter. The center of this map forms a lightning bolt/zigzag across the two center islands. The immediate shade around the islands as well as the lighning bolt are shallow, as indicated by the light tone. The two rocks southwest and northeast also have light tone around them, as do the starting areas southwest and northeast. If you spacebar over those, they are all above -20. The bigger oval that makes up most of the map and is a darker shade is at greater depth than -20, forcing units to submerge if they can't float.
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