Ok so i JUST played a 1 v 1 v 1 v 1. It was so funny. I had ships with wheels. I was playing and i needded my ships to get to the other side of the area because thats where my enemy was based at...and my ships took a...quick route. This is just alpha so im am just telling the people at uber but it was pretty funny.
I've seen a bit of this- I think the terrain often looks different depending what angle you see it on. Looking straight down, something will look like a land bridge but if you rotate the planet do you're viewing that feature on an acute angle, it shows as ocean.
Has naval cross land actually been fixed? If not, then I don't believe this is a case of land which looks like water, but actually boats not caring about water boundaries. Really hope we see some Salem-class destroyers
I don't think we're doing any kind of depth check for naval units at the moment. We'll need to eventually, but I'm guessing the water plane actually extends across that bridge, which is why it is possible to fake the system to allow pathing there.
This is the reason I think it happens. The visuals of the land and the angle it's viewed at underwater, and the whiteness.. it ends up looking like it's a landbridge, but it may only be a few feet deep. When you start having limited sales for sunboats, you let me know. I'll bring all the money.
On the opposite, I encounter the fact that on some planet you have tides, making land appearing for a short period of time. Land units cannot cross, as if water was still here. Could be nice to play Moses.
There are no actual tides, but there is a moving shoreline built into the shader that makes up the water surface. As for amphibious units, you never know what we might have planned. Whenever I see this thread get a new post, I just want you to know, even knowing the actual topic, I assume it's about this:
Sounds more like different issue. Had it more than once that units would still glitch though an otherwise blocked pathway if the way around would have been just to long. It's almost like the cost of going THROUGH the obstacle was actually less then infinite so it became a valid choice. As far as I can tell, you are still using greyshades in the costmap to make up for the lacking resolution and the lack of multisampling on (some) lager units. I can't see the cost map for the sea layer (at least I don't know the shortcut), but I assume it does the very same, although the interpolation seems to have happened in the wrong direction. (Sea units can always move onto land a bit, although they wouldn't do normally since that area has a slight penalty due to the partial coverage.) That interpolation causes also a number of other odd behaviors, just saying. You really shouldn't use gray-shades in the cost map for anything except for terrain penalty, you must not use it to express partial coverage or you will break pathfinding. Shading must ONLY be used to express an traversable obstacle and the shade must express the penalty on the movement speed, nothing else.
Actually I think this is very appropriate. Those "land bridges" are land enough for large war machines to touch bottom, but still covered in maybe 10 meters of water. The only problem is the scale of naval units to land units makes that a bit silly (as the naval units should be deeper than the water's depth). Depth checks could actually work both ways; large bots and vehicles would be able to get across at the same points as smaller naval units.
Oh, and I miss skyboats. They were almost as cool as my planet drilling navy that popped out the other side of the planet on an enemy commander for a surprise victory.
I wonder if it would be possible to do tides. I know it's not in Uber's agenda, but it would be a simple scaling up and scaling down of the "water sphere". Well, I guess if you wanted realistic tides you would have to warp the "water sphere" with any orbiting moons. Also that would mean you would get the tides occurring in lakes and rivers... But then again Uber also said that liquids may end up filling depressions in the ground, such as lava bubbling up during a massive asteroid impact. We shall see what the future holds!