matthewv said:Nice job woodelf. Much better. Time to actually get to work and finish all the terrain.
matthewv said:The only error I get is when I quit the game.
matthewv said:@Belizan
I knew you would be intrested in how I did this. What I did is when a unit is selected that can 'walk' on water, all the the water terrain is turned into the same type of terrian that is defined as a land type of terrian in the terrain infos xml file instead of a water type. In testing it out I made so that settlers could walk on water and it worked beautifully. My settler could walk on water but my warrior could not. There was also no way of noticing while you were playing the game and had the settler selected that the water was actually a land terrain type. Doing it this way also does not handicap the AI since they will also realize they could walk on 'water' with certain units since they will think its land.
Chalid said:I could imagine that at the beginning ther will be NO Combat unit as all are eager to colonize. The first combat unit should come a way later in the tech tree. This would make a completely different start.
I think the first combating units would be foot troops with normal rifles and infantry on moon cars, and melee troops. The "gunpowder" units should not be capable of taking cities or have a negativ city attack (because while storming most of the equipment would be destroyed so that these troops have to operate quite careful) Therfore we should have the hand to hand or taser troops to capture (these on the contrary have to be quite weak on the open field).
The situation might change when underground cities become availabe but even then motorized troops will not be well usable.
Further - later game - units might be troop carriers and moon-tanks and of course different styles of shuttles.
Artillery units should not be usable due to the small gravitation on moon.
matthewv said:@belizan
I dont know whether the AI sets of onunit select or not but I definately hope it does. And I would do a sweep of the entire map. I got no graphical issues because I set the last two boolean values of set terrain type to 0 so that it did not recalculate or redo the graphics. It is actually a really simple short algoritham which I think you figured out well.
Edit: my moon_map script is driving me crazy at the moment. It is acting really weird. I think I will redo it all over agian.