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Author Topic: Maps and Terrain  (Read 11824 times)

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Offline Asid

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Re: Maps and Terrain
« Reply #15 on: September 24, 2015, 04:08:17 PM »
OK, you can't say I didn't warn ya! :)

This makes things a lot clearer and will allow people to discuss with more knowledge. This all sounds great.

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Offline choppinlt

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Re: Maps and Terrain
« Reply #16 on: September 25, 2015, 10:42:45 PM »
OK, without further ado, we have finally been graced with the presence of one of the lead programmers: Haze937! Would you weigh in on this post regarding the grids and making sure that movement should have a fluid feel to it?
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Offline Profevil

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Re: Maps and Terrain
« Reply #17 on: September 30, 2015, 02:54:09 PM »
Will there also be a modeled Z axis? On a 200m scale height can play a large part in the effect a unit have etc. (Well not maybe so much on plains, but in forrests and were there is hills.
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Offline choppinlt

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Re: Maps and Terrain
« Reply #18 on: September 30, 2015, 04:03:05 PM »
Profevil,
Yes it will to help determine visibility. This will add to the real strategy of occupying the high ground. If you control a ridge line you can see the enemy better, and obscure your movements easier.
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