Opened 18 years ago

Last modified 12 years ago

#39 closed task

Environmental Events — at Version 1

Reported by: Stuart Walpole Owned by:
Priority: Should Have Milestone:
Component: Core engine Keywords:
Cc: Patch:

Description (last modified by Stuart Walpole)

  • Timed Events: Track elapsed time (see Simulation=>Time Elapsed) until event (target time specified in session configuration).
    • Examples: Season Cycle, Day/Night Cycle, Ceasefire
  • Random Events: Similar to timed events, but they can occur at random (frequency determined by things like climate settings and current season).
    • Examples: Weather.
  • Possible effects of event:
  • Set actors to this event group if they have it. (ie trees might have a Winter group where their textures are leafless and snow-covered, or an Autumn group where the leaves are red and golden.)
  • Change light settings to those specified by a lighting group used by the scenario. (eg Twilight, Dawn.)
  • Support for scripted conditional modifiers (perhaps handled through Tech system?). For example, to make Fields have a bonus to gathered resources in Spring and Summer, or units have reduced vision in darkness.
  • Climate effects (eg snow more prevalent in Winter, though it never snows in desert climate).
  • Conditions are affected by the map's climate settings. (For example, it never snows in a desert climate, and there are longer twilights in the northern hemisphere.)

Change History (1)

comment:1 by Stuart Walpole, 18 years ago

Description: modified (diff)
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