Age of Empires 2 did this. With moving units (and towers). In 1998.Gergely wrote: It would also be unimaginably hard to implement I believe.
Also, how are you coming to the conclusion that that's the only possible explanation for their range?
Age of Empires 2 did this. With moving units (and towers). In 1998.Gergely wrote: It would also be unimaginably hard to implement I believe.
First off, Factorio is an overly optimized game. Which means it has a very complex data structure that always makes just the right things available for a thread to process.Jap2.0 wrote:Age if Empires 2 did this. With moving units (and towers). In 1998.Gergely wrote: It would also be hard to implement I believe.
Also, how are you coming to the conclusion that that's the only possible explanation for their range?
idk about it being "unimaginably hard". what leads you to believe that this would be hard to implement? to be honest, this is one of the easier changes i could imagine anyone making to the game. we already have buff's and minus' to entities based on their proximity to others.Gergely wrote: I disagree.
Turrets are not actually limited by how far they can shoot. They are limited by their sensor instead.
This change makes no sense. I mean, these are gun turrets and there can be only one reason they can't reach far.
It would also be unimaginably hard to implement I believe.
In the simplest version, giving turrets an overall range boost provided they are directly on the "top" side of a cliff should be easy. Giving it only for bullets than go 'down' the cliff would be a lot harder, I think, as every turret would get a weird non-circular shape depending on the # and direction of cliffs. Maybe something intermediate like a "top" cliff gives a range bonus 45 degrees centered on the cliff to a turret standing right besides it, and a likewise penalty for the 'bottom' cliff._shifty wrote:yea it sounds like you WANT to sound like you know what you're talking about, but you really dont. but this would be an EASY change to the game WITHOUT adding map-wide height scores or anything like that. beacons add buffs to things, no reason a cliff cant add to range. or subtract. or whatever.
did you actually read my reply?Gergely wrote:It is simply because there is no "height" in Factorio. It is a 100% 2D game and cliffs are just illusions. (Effectively walls.)
If the game is 3D (because it uses 3D coordinate system, not 3D graphics) then it is way easier to do, since you can perform calculations in 3D space.
somethin just like this?vanatteveldt wrote:Is it implementable? Hell yeah
Well, yeah. It is doable._shifty wrote:somethin just like this?vanatteveldt wrote:Is it implementable? Hell yeahIMAGE