The file is there: (Windows only)
- 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
For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c10.zip
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c10-windows.zip
Changes from 1.2 continuous 9:
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"- now workers will auto repair allied buildings (or repairable units)
- 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- 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
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