Available at: http://jlpo.free.fr/soundrts
For multiplayer games, this version requires:
- client: 1.3.7 or later
- server: 1.2-c12 or later
Changes from 1.3.6:
Now units can attack from inside vehicles or buildings:
- ranged units can attack as usual
- melee units can attack only from ground and without any additional range
- melee units cannot attack from air vehicles
- in the default game: units can enter in walls, gates and towers
Fixed issues with counterattacks to a nearby square:
- units who cannot counterattack will stay silent
- defensive units won't counterattack
Other:
- restored the "attack!" notification
- bugfix: a unit would not enter a building if the order was given from another square
- fixed: restore game
- inter-square attacks might work better
Modding:
- added armor_vs
- now "damage_vs" works with "is_a" (including several levels of "inheritance" and multiple "inheritance")
Map making:
- official "multi" maps moved to res/multi
- multiplayer "folder maps" must be zipped to be played online
- removed the "maperror.txt" file (the information is already in the in-game error message).
Changes to campaign format:
- mods.txt replaced with "mods" keyword in campaign.txt
- "title" keyword in campaign.txt
- new constraint: a complex mission map must be stored as a zip file
2 comments:
i have a question about armor_vs and damage_vs.
If I have an unit which has a damage value of 3 but this damage iis 5 against an specific unit, will this damage_vs be modificated with the upgrades?
For example if this unit recives a damage upgrade of 1, is this upgrade sumed to the damage_vs value?
thanks for the answere.
Probably not at the moment.
According to the source, Creature._base_damage_versus(self, target) returns a value from self.damage_vs if it matches the target, else returns self.damage (which is probably the only one affected by damage upgrades).
Creature.armor_versus(self, attacker) seems to work similarly.
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