Sunday, December 30, 2018

[log] SoundRTS 1.2 continuous 11 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c11-windows.zip

Changes from 1.2 continuous 10:

Water squares:


- shipyard (trains water units; must be built near water and not on a plateau)
- boat (transport), destroyer (fires arrows), battleship (fires like a catapult), submarine (invisible and detector)
- 2 maps with water: jl6 and jl7 (in jl7 aerial units move 4 times slower over water)


Various bug fixes:

- the client will recover from minor errors (sturdier)
- bug fixed: a unit entering a zero speed square would be stuck and couldn't go back
- bug fixed: the "say group status and follow group" command (space key) would say the initial square instead of the new one
- bug fixed: when changing player the name would be the same
- by default, add_units will choose "a1" (instead of raising an error)

New verbosity parameter in SoundRTS.ini:

- by default: menu_changed, unit_added, unit_complete, scout_info, food, resources, resource_exhausted
- unit_added may be too verbose in most cases (raise_dead and summon)
- scout_info and resource_exhausted are probably useful

For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c11.zip

Thursday, December 20, 2018

[log] SoundRTS 1.2 continuous 10 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c10-windows.zip

Changes from 1.2 continuous 9:
- now auto-gather and auto-repair can be disabled (enabled by default)
- now workers will auto repair allied buildings (or repairable units)
- fixed "harm_target_type unit" and "harm_target_type building"
- fixed: now equivalent types of units won't be applied to campaign missions (in chapter 1 of the crazy_traditional campaign, the farm was erroneously replaced by random equivalent types; another solution would consist in using a new name for traditional farms, like "traditional_farm")
 
Terrain (experimental):
- improved terrain in map jl5, and in chapter 1 and chapter 2 of the default campaign
- now terrain and resources are known when a unit is one square away
- new cosmetic terrains (title, ambient and footsteps): river, lake, sea, ocean, mountain, mountain_pass, big_bridge, ford, marsh (in a map file, for example: "terrain sea a1 b1 c1")
- ground (footsteps): grass, leaves, gravel, wood, mud, water, snow
- a speed modifier can be defined for any square in a map file (for example: "speed .5 1 a1 b1" for half speed; "speed 2 1 a1 b1" for double speed); the first number is for ground, the second number is for air
- a cover modifier can be defined for any square in a map file (for example: "cover 0 0 a1 b1" for no cover (default); cover .75 0 a1 b1" for 75 per cent chances for ranged units to miss a ground target in the square; these miss chances are combined with the high ground miss chances); the first number is for ground, the second number is for air

For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c10.zip