Unused code: Solar diversity

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DOT
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Unused code: Solar diversity

Post by DOT » Mon Nov 01, 2010 3:02 pm

... or something like that
on TA there where somewhere to read an unused function
that Solars energy is map variable like Wind Energy the only difference is that the value is fixed and not constant changing

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Balthazar
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Re: Unused code: Solar diversity

Post by Balthazar » Mon Nov 01, 2010 7:57 pm

I like the idea, but there should be balance - ither wind or solar energy. Or both at the same time, but not the absence of both.

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zuzuf
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Re: Unused code: Solar diversity

Post by zuzuf » Tue Nov 02, 2010 7:47 pm

This could be added but not imposed on maps that don't explicitly require it as it would change the gameplay (or maybe using an option but it makes multiplayer synchronization more tricky).

I've seen something else that was planned by cavedog: growing trees. There are a couple of values regarding growing speed of trees and several growing animations but for an unknown reason it has not been implemented.
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Balthazar
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Re: Unused code: Solar diversity

Post by Balthazar » Tue Nov 02, 2010 10:06 pm

As always - they just don`t make it in time )

MattyWS
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Re: Unused code: Solar diversity

Post by MattyWS » Wed Nov 03, 2010 12:37 am

growing tree's would have been silly but it's animations are still present in ota files.

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Re: Unused code: Solar diversity

Post by zuzuf » Wed Nov 03, 2010 5:13 pm

Well, it seems they wanted to grow trees in order to allow forest to expand which could be interesting, especially if you could sow trees :).
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Re: Unused code: Solar diversity

Post by Balthazar » Wed Nov 03, 2010 6:28 pm

Yeah - some kind of "tree teath" :P

DOT
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Re: Unused code: Solar diversity

Post by DOT » Wed Nov 03, 2010 7:58 pm

ADD GROWING TREES!

so that we always have fun with burning stuff up

about the Solar diversity or however it was called it is afaik still present in some OTA files but just like growing tree it couldn't do it

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