Topic: [Immovable] Grass
fraang Topic Opener |
Posted at:
2019-05-31, 20:07 UTC+2.0
I am currently working on some nice grass immovable and would like to get some feedback. The animation is in the works and needs to be ironed out. What do you think? ![]() ![]() |
stonerl![]() |
Posted at:
2019-05-31, 20:26 UTC+2.0
Looks very nice. Can you post a picture with buildings from other tribes? ![]() ![]() |
fraang Topic Opener |
Posted at:
2019-05-31, 21:40 UTC+2.0
Ok here a screenshot with babarian buildings:
Edited:
2019-05-31, 21:41 UTC+2.0
![]() ![]() |
king_of_nowhere![]() |
Posted at:
2019-06-01, 05:08 UTC+2.0
looks good. does it stay there if you build on top of it, or it is removed like many other immovables? ![]() ![]() |
fraang Topic Opener |
Posted at:
2019-06-01, 16:26 UTC+2.0
The way it is currently implemented it is getting removed. I am not sure it can be done differently at the moment. ![]() ![]() |
GunChleoc![]() |
Posted at:
2019-06-02, 07:21 UTC+2.0
This is the only way we can do this now. It would be good to have either an extra layer for terrain embellishments, or a second immovable slot on each map field for these. Busy indexing nil values ![]() ![]() |
JanO![]() |
Posted at:
2019-06-02, 10:12 UTC+2.0
Or you just add one of these tufts of grass every n seconds on whatever position on the map (according to fertility). This way it is no problem if they are removed. Does also work for bushes, but not for rocks ![]() ![]() |
fraang Topic Opener |
Posted at:
2019-06-05, 17:46 UTC+2.0
![]() ![]() |
GunChleoc![]() |
Posted at:
2019-06-05, 18:00 UTC+2.0
Busy indexing nil values ![]() ![]() |