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cw4:info:mesh

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Special Terrain

Mesh

Mesh is a special type of terrain that starts dormant (white color). Emitters placed on Mesh will spread it, slowly activating it (blue color). Creeper and Anti-Creeper that flows over active Mesh will flow easier through higher terrain, and will be carried through void terrain. Mesh needs to form a continuous line from the source (emitter) to the point. If there is a break in the line, the isolated segment will quickly wither and become inactive.

Active Mesh

Mesh is activated when emitters are on it, and the active (blue) mesh spreads slowly. Mesh that is covered in AC will spread slower than mesh that is either bare, or covered in creeper.

Active Mesh can be destroyed with weapons that destroy Creeper. Weapons that can attack Creeper directly, such as cannon, also have a setting to prioritize attacking the Mesh.

Active Mesh counts as creeper for destroying units!. This is true even if there is no creeper on top of the mesh.

Active mesh can carry both Creeper and Anti-creeper over void or over different terrain heights.

Carrying AC over mesh

In order for a mesh to carry AC (and in particular over void spaces in the map), it needs to first activate (which will probably carry creeper in as well), then the AC needs to overwhelm the creep to get into the mesh, and your normal units (cannons, mortars) must not attack and kill the mesh. Sprayers can toss additional AC in, but gun fire can destroy the mesh, and all the AC you have in the mesh pipe. Note that even if there is no creeper, and the mesh is covered in anticreeper, cannon will still attack the mesh.

Height of Creeper on Mesh

Limited testing shows that for normal mesh (shows as 1.00 in play), the desired height level (assuming an emitter is pumping creeper into the mesh) is 4 units higher than the surrounding creeper; this is the level where “stability” is reached.

For mesh over void, the desired height is the same as the total creeper level on the ground on either end. For a mesh segment that is NOT connected to an emitter, the desired height is the same as the neighboring amount in the mesh.

Example: Ground height 4, nearby emitter, nearby creeper depth 6, the mesh will desire a creeper depth of 10. That same mesh will then want to carry height 10 creeper over the void, to the other end. If the other end is also ground height 4, and nearby creeper depth of 6, then things are stable and happy. However, if the other side is (for example) height 10, and no creeper, then you will first get a depth 10 creeper coverage at the height 10 ground, and then it will spread around to the nearby ground.

If, on the other side of that void gap, the ground were to drop from height 4 to height 3, the mesh will still want the same depth (10) inside the mesh, even if the nearby ground cover is now 7.

Example of this: https://steamcommunity.com/profiles/76561198042408618/screenshot/2510279349097605422/

The extent to which a map can change this setting is currently unknown.

Important: This is known to be approximate, and definitely missing something. See this image for an example of something else going on: https://steamcommunity.com/profiles/76561198042408618/screenshot/2510279349097665531/

In the upper left, the ground drops, and the height of the mesh-carried creeper also drops. In the lower right, the ground drops, and the height of the mesh-carried creeper does NOT drop. All emitters are on the other side of void gaps in this image.

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cw4/info/mesh.txt · Last modified: 2024/08/08 00:50 by keybounce