Friday, January 27, 2023

[log] SoundRTS 1.3.6 released

 Available at: http://jlpo.free.fr/soundrts

 For multiplayer games, this version requires:

  • client: 1.3.6 or later
  • server: 1.2-c12 or later

Changes from 1.3.5:

Unit behavior:

  • bug fixed: nearby offensive units will automatically counterattack again (they will move to the attacker's square and then return to their starting positions)
  • bug fixed: defensive units will flee again

Interface:

  • the description of controlled units will be less confusing
  • improved group following (space key): the interface will usually follow the front of the group
  • bug fixed: in style.txt, noise_if_very_damaged would never play
  • bug fixed: SAPI wouldn't work

Water:

  • from now on, the game won't create amphibious paths (solves the following problem: if the shortest path to destination included a water square, land units would walk into water and die)
  • issue fixed: a mage could recall water units to non-water squares (Now a mage will recall water units to the nearest adjacent water square.)

Multiplayer:

  • starting a non-private server will auto-configure the router (works only if UPnP is activated on the router; the configuration is automatically removed by the router after 20 minutes of inactivity)
  • easier configuration of the standalone server
  • local server auto-discovery by UDP broadcast (The local server will appear in the "choose a server in a list" menu.)
  • bug fixed: in multiplayer games, a non-admin player could set a slower speed

Translations:

  • updated Brazilian Portuguese, Chinese, Czech, Italian and Slovak translations

Map making:

  • when possible, issue a warning instead of a map error
  • bug fixed: in some cases, a trigger selected more units than specified. For example, if there are 3 dragons and many footmen in a1, (a1 10 dragon footman) would select 3 dragons and 7 footmen.

19 comments:

tuohai said...

When a nearby unit is attacked it will go to the adjacent square to counterattack, and then will return to the starting point.
Can this feature be added to the list of unit's behavior, attack mode, defense mode, pursuit mode.
Or add enable and disable to this behavior.
Because it is not appropriate if every unit is forced to follow this behavior, for example peasant is not suitable to follow this behavior.

SoundMUD said...

A peasant is usually in defensive mode so in this case there isn't a need for a counterattack mode. Could you cite more use cases for a counterattack mode?

tuohai said...

This does not seem to be the case.
The peasant, even in defense mode, will still go to the adjacent square and then flee back because it is in defense mode, so the peasant will cycle between two orders, one to go to the adjacent square and one to flee.

tuohai said...

Counterattack mode is really a very good mode, plus vision judgment will be better, this suggestion I just posted in the 1.3.6 topic in the group.
Counterattack mode would save the player a lot of effort, I no longer want to experience the feeling of my infantry being shot alive by enemy archers and not reacting.
However, players must have the option to enable or disable the mode, for specifying which units are enabled and which are disabled.

SoundMUD said...

Thank you for your detailed answer. I'll need to make more tests.

tuohai said...

In addition there is a do not know if it is a bug.
Units on land can not release ability into the water, but units in the water can throw ability into the land.

tuohai said...

Is it possible to specify that different terrain can prohibit the passage of different units.
For example, aircraft carriers can only travel in the ocean, but can no longer travel in Hoopo as well as rivers.

SoundMUD said...

I couldn't detect the difference: a mage can invoke meteors into the water.

Limiting boat movement to different types of water terrain is not possible right now but could be interesting.

tuohai said...

I may not be accurate in my description, if the mage is far away from the water, then he will not actively approach the water to release the ability, the player must manually operate to let the mage walk to the range of action of the ability to release.

tuohai said...

I tested again, the water units also have this problem, will not actively close to the land releaseability, but also must be manually operated by the player.

tuohai said...

If it is written this way, the code for pikemen restraining cavalry will not be executed.

def light_cavalry
class soldier
hp_max 45
damage 6
damage_vs siege_equipment 20

def turkic_light_cavalry
is_a light_cavalry
damage_bonus 2
can_use xxx

def pikemen
class soldier
hp_max 40
damage 3
damage_vs light_cavalry 15

def byzantine_pikemen
is_a pikemen
damage_bonus 2
can_use xxx

tuohai said...

In addition, there is a question about the determination of damage_radius.
Now it seems to deal the same value of damage to the unit as splash damage, I suggest only splash half of the damage, or the player can specify how much damage to build.

tuohai said...

Maybe add to the transports the ability to specify that they are loaded in a certain type of unit.
For example, if a1 has 20 footman and 20 archer, then I can select the transporter and tab to footman, then select load in all, so the transport unit will only load in all footman.

Ronnie said...

Hi. great job with this game.
Restoring saved games seems to cause problems now. The menus of buildings and units either empty or lose actions.

Ronnie said...

Hi. Great work on the game!
Restoring saved games seems to cause the menus of the buildings and the units to either empty or lose actions now. my log file looks insane with all of the errors.

SoundMUD said...

Thank you for the report. This will hopefully be fixed in the next version.

Unknown said...

Thanks for new update. Counter attack mode is fine but it also has some weaknesses. First of all defensive mode is not turning it off and this bug should be fixed. But in addition, this mode shouldn't work as "moving to adjacent square and return" because this brings additional problems. These moving units are being hunted on the way back to prior position. F.e. our unit is at A1 and being attacked from A2 and moving to A2, and while it returns to A1 from A2, it is being attacked and hunted by an other enemy unit from A3. It can be better if you can arrange this counter attack mode as follows: the unit should only behave for a specific attack to the enemy attacking unit, just as commanded with ctrl+backpace keystroke; and when enemy unit is destroyed, immediately return to its starting position without moving into the middle of the adjacent square. In other words, we should use the "specific attack" command for this but not "move" command. As a second issue, land units shouldn't go adjacent squares for counter attack if there is no direct path to this square. Imagine a map like labirent, and when a unit goes for counter attack like that it is starting a long journey and simply getting lost. If there is no direct land access to an adjacent square, land units should ignore these squares for counter attack. Thanks for your efforts and new features. Best regards.

SoundMUD said...

Thank you for the detailed suggestions about counter-attacks.
- not for defensive mode: this one is fixed in the next release
- imperative orders to attack a specific attacker and go back: right now only the attack place is remembered so this is not easy to change but it would make sense
- require a direct path: this one is probably easier to implement, I hope to add it for the next release

Unknown said...

Thanks for your reply. We will be looking forward for the next release. Best regards.