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Better turret and artillery range visuals in map
Posted: Mon Oct 01, 2018 12:37 am
by Zaflis
I'll start with a picture of what it's like ingame now:

- turret_ranges.png (259.59 KiB) Viewed 1493 times
Not only is it red, same as pollution (which was enabled to show in the screenshot) but doesn't have any borders and it almost perfectly disappears into the map itself. If i were to draw rough border on couple of them, something like this gives a hint:

- turret_ranges2.png (379.13 KiB) Viewed 1493 times
What i'd maybe use is some inverted radial fade, with middle faded out more. If it helps, i made a texture one could use in game (perhaps make it more transparent, depends on how it looks in the end):

- radius.png (30.75 KiB) Viewed 1493 times
Re: Better turret and artillery range visuals in map
Posted: Mon Oct 01, 2018 8:02 am
by bobingabout
1. You have an insane amount of water.
2. That's a very low level of pollution.
Re: Better turret and artillery range visuals in map
Posted: Mon Oct 01, 2018 11:27 am
by Zaflis
bobingabout wrote: Mon Oct 01, 2018 8:02 am
1. You have an insane amount of water.
2. That's a very low level of pollution.
1. Yes, it was a mistake. But that's also a worldgen issue that it's even able to make it so fragmented even on high freq, if that's what we used.
2. The pollution is due to your mods

MK8 raw productivity and speed modules specifically. I'm now making pollution producing modules to make aliens notice us...