After watching this documentary on National Geographic channel I've got idea for possible cliff climber propulsion.
Basically it would allow attacking bases through cliffs without need for VTOLs.
To make it more fair (to be not abused) it could be expensive and placed somewhere between half tracks and VTOL.
Here is image how looks real one vehicle:
Additionally, if it is possible it should be limited up to medium weapons and / or bodies.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Yeah, this is currently discussed on IRC with aubergine and Wolftrak.
As possible weaponless cheap unit for scouting, maybe with special ability.
But maybe with very different design.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Cliff climber, cliff hanger (only on cliff) and civilian wheel(can't go on mud) are part of my near goal as well . I asked the dev a propulsion/passability behavior only axed on the terraintable.txt file . Which would make possible to easy describe new propulsion and run tests in mods (along with fixing naval units).
For now they looked busy and that doesn't look a priority for them. I might do it myself. I might...
With some algorithms available areas for given propulsion type could be calculated using tile type, but it would be better to have them defined (at least initial ones, as building structures changes availability for land units at least).
There was ticket for improved save game / map format, with used PNG encoded bitmaps to save tiles data (one pixel -> one tile probably, using RGBA values to store attributes).
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Sorry I was not so precise in my explanation. The terraintable.txt file is what describe how each propulsion accelerate into a tile, this is what make the units slower on mud. We could say that a 0 there define impassibility and instead of using hard-coded rules, using that file to do it.
The factories could use the same rules easily, and i guess by pushing it a little, we could start to treat the structure type (wall, bunkers, soft structure) as propulsion and with that we could start describe that a shipyard and a bridge can be built on water.
Well, acceleration could be guessed too from tile type (and it for sure makes sense to cache that data since currently tile type won't change during game).
And how is actual vehicle done, from documentary:
- it doesn't have axles between wheels
- it uses chains to power each wheel separately
- each wheel could be moved up and down separately
- that fifth wheel was added as support only
It behaves like some models of mobile probe vehicles designed for Mars exploration.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
zany, yeah, me too, I've seen tanks in master which managed to do that too (month before branching 3.1, but probably fixed). Shadow Wolf TJC, yes, but mech propulsion is much harder to animate than static body with a bit different shape.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.