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Re: Using WinterDryads terrain+FOW as the default?

Posted: Thu Feb 04, 2010 2:16 am
by NanoTech
These look great! I suppose we'll need some new trees for the different seasons? :P

Re: Using WinterDryads terrain+FOW as the default?

Posted: Fri Feb 05, 2010 5:45 am
by Winter Dryad
actually we need doodads^^
the meaningless graphic that u can put on map to use as path blockers or just for good looking

Re: Using WinterDryads terrain+FOW as the default?

Posted: Sat Mar 06, 2010 9:06 am
by Zenfur
I'm totally after winter/summer etc, and default it should be that it changes in maps that it isn't specified, and map makers should have an option in scripting language to control the seasons. Some frozing water-new area would be great new tool for mapmakers and campaigns :D if the ice break and unit is on it and it can't swim - it dies.
Trees should change, I agree :)

Re: Using WinterDryads terrain+FOW as the default?

Posted: Sat Mar 06, 2010 2:46 pm
by Giszmo
pejsek had an important point on WD's water. the guard area would need tweaking to keep it visible.

Re: Using WinterDryads terrain+FOW as the default?

Posted: Fri Mar 26, 2010 10:12 pm
by Zenfur
btw:
http://img46.imageshack.us/img46/4057/c ... ce2009.jpg
aren't the submerged algaes suitting better?

and about coulours etc:
maybe let's do also day+night (changing smoothly), what would mean overlaying one dark layer in screen combining
it wouldn't change game mechanics, but it would add a tactical element which is night. Attacking in the night would be better, because is more difficult to notice.