Enemy graphic enhancements.
Posted: Tue Jun 16, 2026 7:01 am
I think that there is a significant problem in some surface design modding. For example we can take a segmented unit. This type is independent of tile type, but some or all visual effects must be dependable of some tile type. So modders have to design planet surface taking this limitations into account. But some surface types just don't have sollutions. Some of this examples are surfaces with high amount of oceans or seas. Engine don't have any practicle opportunities to populate them. Such surfaces must have amphibian classes, but there are no prototypes for that, there is no water physics implementation for swimming of differently sized objects. And even segmented unit was implemented partially using surface design. Create Particle and smoke triggers completely ignores even water-ground tile type difference. There is no ability to do unit transformation at water-ground edge. It is possible to achive create particles to see this difference, but create trivial smoke possibilities to use unit rotation with offset and speed from center can't be achived with tile collision check. There is no ability to achive good water visualisations for segmented units, and even units. create entity triggers can't use it's creator rotation. Maybe for all enemy unit prototypes there should be such possibilities because of visual complexity. Maybe lava and ash surface can be processed similarly and smokes and stone particles can be emitted at both, but if we will use deep water and sand areas, smokes maybe must be emitted at sand areas. And water visual effects are desired either.