Forged Alliance Forever Forged Alliance Forever Forums 2019-05-02T20:11:51+02:00 /feed.php?f=53&t=17421 2019-05-02T20:11:51+02:00 2019-05-02T20:11:51+02:00 /viewtopic.php?t=17421&p=174247#p174247 <![CDATA[Re: Making amphibious stuff work]]> last time we had to deal with inconsistencies in that regard we tried to set this value so that amphibious units that can shoot with their (regular over water) weapons are in the land layer

so the answer (as always) is - depends

Statistics: Posted by PhilipJFry — 02 May 2019, 20:11


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2019-05-02T20:06:18+02:00 2019-05-02T20:06:18+02:00 /viewtopic.php?t=17421&p=174246#p174246 <![CDATA[Re: Making amphibious stuff work]]>
As for the ability to walk up shores, every unit in the game can or cannot traverse a specific gradient level. If you enable the "height heat map" in the editor, if you see yellow/ orange overlay, that means the unit can walk along that terrain. Green means that structures can be built upon it and traversed by units.

Hope that helps.

Statistics: Posted by Morax — 02 May 2019, 20:06


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2019-04-16T18:38:11+02:00 2019-04-16T18:38:11+02:00 /viewtopic.php?t=17421&p=173518#p173518 <![CDATA[Making amphibious stuff work]]>
How deep should I make the water? Particularly in regards to how deep it has to be for experimentals to look correct. How deep to be fully submerged? At what depth can they be seen from land/fire?
How is it best to make the transition from shore to water so that units correctly move between them? How steep can this gradient be and what steepness works well in gameplay?


Thanks.

Statistics: Posted by Ecthelon — 16 Apr 2019, 18:38


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