2018-12-07 06:53:49

My friend has a suggestion.
Redesign each unit a command list.
For example, we select peasant, then press a to expand a menu and press the arrow keys to navigate through the menu.
Of course, after expanding the menu, you can jump to a command by pressing the corresponding hotkey.
For example, let the peasant go somewhere, we can press AA, the first a is the expansion menu, and the second a is the corresponding command hotkey.
We will press AC to build the farm, so the efficiency will be greatly improved.
Various buildings can also use this method to design menus.

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2018-12-11 11:48:03

I like this new version. The only problem that I find, is that the new version is not promoted on jlpo.free.fr/soundrts
The only versions stated and promoted there is the old stables, and soundrts 1.2a10, or is that soundrts1.2A9? Eitherway, the continuous versions are not logged/stated/promoted there, so I didn't know these new versions even existed until last week. Oh yes I got the updates from the mailing lists but they pointed me to the website, not the new downloads for the continuum versions. Fix your website, jeane.

Sorry for invading your space, but this canine needs to eat, and it can only eat your flesh!

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2018-12-11 12:35:38

hi, The c series is a beta version, not a final version.

Tablen wrote:

I like this new version. The only problem that I find, is that the new version is not promoted on jlpo.free.fr/soundrts
The only versions stated and promoted there is the old stables, and soundrts 1.2a10, or is that soundrts1.2A9? Eitherway, the continuous versions are not logged/stated/promoted there, so I didn't know these new versions even existed until last week. Oh yes I got the updates from the mailing lists but they pointed me to the website, not the new downloads for the continuum versions. Fix your website, jeane.

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2018-12-13 04:45:51 (edited by 拓海 2018-12-13 11:53:53)

Recruitment completion, upgrade completion, and research completion can all be represented by sound effects.
Including the depletion of gold ore, the forest is depleted, you can also use sound effects instead of tts reading.
When peasant puts gold down, there is no need to read the current amount of gold.
To reduce the workload of tts, tts is only responsible for reading the battle information.
This allows the player to get the latest news under certain circumstances and avoid message queuing.

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2018-12-13 09:16:41

We may have found a bug. Harming effects appear not to do any damage. For example, the magnetic fields of the robots or thunder bolts of the orcs do not harm any units on the same square. Another thing, the ability to cast something on an adjacent square does not seem like it works the way it used to, as units now have to walk closer to the adjacent square to cast. This is fine for units, but some buildings that have abilities with nearby as the target can't reach adjacent squares. This is especially an issue for the vermin race that depend on generating stumps on adjacent squares to spread. Many of the buildings can't create stumps on the adjacent squares, which makes it harder to get buildings in other squares.

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2018-12-14 04:51:55

Hello again!

@拓海

respect the command list suggestion, that is implemented now.
you can press alt+a (when you have selected a unit or buildin) and the game told to you all the options with a correspondin key, so for example if build farm is f, you can
select peazants.
press alt+a
and next, press f.
done

This only works, if each comand have an asigned shortcut key in settings.txt
Crazymod didn't implement this on any race.
Is a missing point of crazymod, not soundmud; if your test in vanilla, you can see it.

And no, please no. not popup menus; they slow down the game.


@拓海:

Recruitment completion, upgrade completion, and research completion can all be represented by sound effects.
Including the depletion of gold ore, the forest is depleted, you can also use sound effects instead of tts reading.
When peasant puts gold down, there is no need to read the current amount of gold.
To reduce the workload of tts, tts is only responsible for reading the battle information.
This allows the player to get the latest news under certain circumstances and avoid message queuing.

you can do and change all of these things for sounds, in settings.txt

Is doable without problem
Any mod, vanilla or crazymod implement that, but if you want, you can modify one of them to test.
I used it in a very old mod with starcraft sounds.

And friend, don't read all of these messages, simply skip thems.

that is for all smile

bye!

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2018-12-14 09:40:53

I think I understand the issue. Abilities now have a range in metres, and the default is 6, so if if a building is too far from the adjacent square it doesn't work. If this is the case then it's not an issue, the crazymod just needs to be updated. This might also be behind the effects not causing damage, since effects now need a radius. Still, if the default is 6 it is still surprising that they don't seem to harm any units in a square with several units, so not sure if that is the issue.
Soundmud, can you provide a list of the new commands in the continuous version? They're not properly documented yet. For example, are there detection and cloaking ranges? And what does bonus_height do?

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2018-12-14 10:58:03

thank you

sanslash332 wrote:

Hello again!

@拓海

respect the command list suggestion, that is implemented now.
you can press alt+a (when you have selected a unit or buildin) and the game told to you all the options with a correspondin key, so for example if build farm is f, you can
select peazants.
press alt+a
and next, press f.
done

This only works, if each comand have an asigned shortcut key in settings.txt
Crazymod didn't implement this on any race.
Is a missing point of crazymod, not soundmud; if your test in vanilla, you can see it.

And no, please no. not popup menus; they slow down the game.


@拓海:

Recruitment completion, upgrade completion, and research completion can all be represented by sound effects.
Including the depletion of gold ore, the forest is depleted, you can also use sound effects instead of tts reading.
When peasant puts gold down, there is no need to read the current amount of gold.
To reduce the workload of tts, tts is only responsible for reading the battle information.
This allows the player to get the latest news under certain circumstances and avoid message queuing.

you can do and change all of these things for sounds, in settings.txt

Is doable without problem
Any mod, vanilla or crazymod implement that, but if you want, you can modify one of them to test.
I used it in a very old mod with starcraft sounds.

And friend, don't read all of these messages, simply skip thems.

that is for all smile

bye!

Thumbs up

2018-12-14 13:54:57

I've identified the issue with harm effects. They don't work when some target types are specified. The explosions and meteors that have no target type and just damage everything work fine. But when some target types are introduced, such as harm_target_type unit or harm_target_type building it no longer works. Oddly, other types seem to work. I tested harm_target_type air, ground and healable, and they work fine. I haven't tested any others, but so far it seems like only unit and building are the problem.

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2018-12-14 20:34:05 (edited by SoundMUD 2018-12-14 21:12:37)

@Tablen
Thanks for the info.

@zakc93
Thanks for the precision. I had already noticed (this afternoon) that the problem happens only with "unit" and "building". And I have fixed the bug, probably introduced with 1.2-c1.

About ranges, I hope that most maps use squares with a size of 12.

At the moment, by default:
sight_range = 8.5
detection_range = 8.5
cloaking_range = 6

About bonus_height:
bonus_height = 1 for units like towers or giants. Really tall ones. Even if they are at a lower ground, they should see all the units on a plateau. Air units have a height of 2.

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2018-12-16 07:25:05 (edited by zakc93 2018-12-16 07:56:13)

Ah, good to know it's fixed for the next version. So bonus_height just allows a unit to attack plateaus like it's a normal square, but has no other effects? And is the effect_range for abilities 6 by default regardless of which of the old keywords are specified? And regarding is_ballistic, does it just increase the range of a unit when it is on a plateau? And by how much does it increase it?

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