151

@Soundmud: Thanks for your reply. Sounds great that I don't have to install the mod on the server. makes things much easier. big_smile

Best regards SLJ.
If you like the post, then please give it a thumps up.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Happy gaming... :D

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152

This branch isn't on github yet. It is based on the master branch.

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153

Hi all.
So, I'm feeling a bit stupid. Because I don't play SoundRTS much, I didn't realized that I was running an old version of the server. Yeah I at mid that I'm not an experienced player, not at all. I should start playing the game again...
Anyways, the server is running, and it appears in the serverlist. For some reason, my server is called Crazymod, and I don't know how to change that. I have looked in the manual, but don't find any information at all under the server section.
Long time ago, I downloaded a huge list of SoundRTS maps which someone shared here on the forum. I just put the latest Crazymod game on my server and launched the SoundRTS server from there. I'm willing to put the collection of the maps on my server if people are interested.
Well, I hope you enjoy the server, and I'm glad it's now on the serverlist, so more people can enjoy it.
Please let me know if I can improve things and make it a better experience for you.

Best regards SLJ.
If you like the post, then please give it a thumps up.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Happy gaming... :D

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154

In the user folder, edit SoundRTS.ini and modify the "login=" line.

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155

Okay, thank you.

Best regards SLJ.
If you like the post, then please give it a thumps up.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Happy gaming... :D

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156

Hi again.
I get the following error after having changed the login in the soundrts.ini file:
error: connection rejected by the server. This is not a SoundRTS server 1.2-a9-e51465048e53ea1e0ea19a16c817eb02 or your login has been rejected
Improvements to the documentation would be very much appreciated. Any clue on what I have messed up?

Best regards SLJ.
If you like the post, then please give it a thumps up.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Happy gaming... :D

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157

Hey hey!
I am not sure if someone already mentioned it here.
Maybe i found a bug with grouping.
I think sometimes the game looses data about created groups so i cant select them anymore with 6 7 and 8 and have to create them again.
Is it wright or am i doing something wrong?

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158

@SLJ
I'll think about a separate manual for standalone servers.
From the error message it seems that you have installed a 1.2 beta 9 server, so the installed mods matter in this case.
Or maybe the login have non-ASCII characters or spaces. Your login seems fine in the servers list though.

@firefly82
The grouping causes the speed of the units to be the speed of the slowest unit.
Additionally, if a subgroup of units get specific orders or if the units belong to a new group, they will be automatically removed from the group. This way the detached units can move at full speed again automatically.
On the other hand, the groups are lost easily, which can be confusing too.

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159

@Soundmod: Thank you. A documentation for the server would be really great. It doesn't seems like a lot of documentation is needed. I changed the login back to crazymod, and now the server works again. Yes, I just used the latest beta of the crazymod to make it sure it works. I'll maybe try with the server from the normal game later on, and hope it'll work with the mod as well.

Best regards SLJ.
If you like the post, then please give it a thumps up.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Happy gaming... :D

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160

SoundRTS 1.2 continuous 2 released
The file is there: (Windows only)
  http://jlpo.free.fr/soundrts/continuous … indows.zip

Changes from 1.2 continuous 1:
- now workers automatically repair and gather in the current square (Repairing have a higher priority than gathering. The buildings of an ally are not automatically repaired.)
- when a worker repairs an ally, the resources are provided by the worker
- ranged units on low ground have 50 percent chance to hit ground units on high ground (ranged units with height_bonus are not affected)
- bug fixed: the map wouldn't wraparound anymore (since 1.2 alpha 10)
- bug fixed: a unit could be added several times to a group
- now blocked exits are not observed through

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161 (edited by 拓海 2018-05-08 18:28:32)

very good.
Hopefully in the next version, the player can customize the hit rate of the remote unit
I think the unit with the special_range 1 attribute must also have a lower hit rate at low altitude
The main target is this type of unit
because If the unit does not have the special_range 1 attribute, then it will not be able to attack High ground units
but Why do you want to remove the attack and defense mode? Feeling is still very useful

SoundMUD wrote:

SoundRTS 1.2 continuous 2 released
The file is there: (Windows only)
  http://jlpo.free.fr/soundrts/continuous … indows.zip

Changes from 1.2 continuous 1:
- now workers automatically repair and gather in the current square (Repairing have a higher priority than gathering. The buildings of an ally are not automatically repaired.)
- when a worker repairs an ally, the resources are provided by the worker
- ranged units on low ground have 50 percent chance to hit ground units on high ground (ranged units with height_bonus are not affected)
- bug fixed: the map wouldn't wraparound anymore (since 1.2 alpha 10)
- bug fixed: a unit could be added several times to a group
- now blocked exits are not observed through

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162

Are there any auternative soundpacks for the game, or other mods?

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163

Hi Soundmud,
Could you bring in the possibility to create other types of damage?
For example you could create new units which dont attack hitpoints but movementspeed, attackpower, attackrange or attackspeed of the enemy troops.

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164

@拓海
The chance to be hit when on high ground would be added to a unit definition. Buildings would have 100 percent chance by default, ground units 50 percent, but for example big or slow units would be easier to hit.

The catapults are not affected, not because of special range, but because of splash damage. Maybe I should affect splash damage too, and check the chances to hit for every ground unit in the area of effect of the splash damage.

replacing special_range 1 with range 12, minimal_range 4 and is_ballistic 1

Units with sight_range 1 are not affected, but in this case it makes sense because they are usually towers, I think.

replacing sight_range 1 with sight_range 12 and bonus_height 1

About offensive and defensive mode, I'm trying to simplify the interface. Defensive mode can be used to send units to potentially dangerous places, so they flee automatically. I'll think about it.

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165

@firefly82
It would be a temporary debuff rather than permanent damage?

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166 (edited by Viktor 2018-05-09 00:20:24)

Hi, is it possible that i'm not able to use bonus effects with abilities? Or i'm doing something wrong?

def a_increase_health
class ability
cost 100 100
effect bonus hp_max 10
effect_target self

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167 (edited by 拓海 2018-05-09 10:01:00)

thanks
Maybe I should affect splash damage too, and check the chances to hit for every ground unit in the area of effect of the splash damage.
I am very much in favor
Defensive mode can be used to send units to potentially dangerous places, so they flee automatically. I'll think about it.
yes, At least farmers should have the ability to escape
In addition, I suggest that the priority of attack is higher than digging but lower than repair.
It is the default action of the peasants when the enemy comes to attack.

SoundMUD wrote:

@拓海
The chance to be hit when on high ground would be added to a unit definition. Buildings would have 100 percent chance by default, ground units 50 percent, but for example big or slow units would be easier to hit.

The catapults are not affected, not because of special range, but because of splash damage. Maybe I should affect splash damage too, and check the chances to hit for every ground unit in the area of effect of the splash damage.

replacing special_range 1 with range 12, minimal_range 4 and is_ballistic 1

Units with sight_range 1 are not affected, but in this case it makes sense because they are usually towers, I think.

replacing sight_range 1 with sight_range 12 and bonus_height 1

About offensive and defensive mode, I'm trying to simplify the interface. Defensive mode can be used to send units to potentially dangerous places, so they flee automatically. I'll think about it.

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168

Hi.
Do I need to update the server as well to make it work with the new version of the game? I'm just asking to make sure... It doesn't seems like there are anything server related in the changelog.

Best regards SLJ.
If you like the post, then please give it a thumps up.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Happy gaming... :D

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169

@Soundmud: I like both ideas. I firstly thought of permanent effects caused by attacks, but temporary could be also nice for other situations. For example building a swamp on a nearby way to your homebase which slows down enemy troops. Or casting magic spells to temporary powerup up your attackpower.
Yeah, i think both types would be very nice. Permanent and temporary.

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170 (edited by 拓海 2018-05-10 03:46:01)

I think these functions can be refined
For example:
Areas where flight units cannot stay;
Areas where ground units cannot stay;
Areas where the melee units cannot stay;
Areas where the Remote units cannot stay;
Areas where living units cannot stay;
Areas where undead units cannot stay;
Areas where repairable units cannot stay;
Areas where skills cannot be released;
Areas where skills cannot be applied;
Unable to build a building area
And these limits can be superimposed, players can customize
As long as you can achieve these functions, then the terrain will naturally appear
Allows the player to customize these features
Or when creating a map, the player can customize these areas
Including what he said Slow down the speed of the enemy
Or indiscriminately slows the speed of the unit

SoundMUD wrote:

@firefly82
It would be a temporary debuff rather than permanent damage?

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171

Hi.
@拓海:
Sounds like you are a very experienced player of the game. Are you playing online? If you are playing online with some friends, then it would be great if you will play a few games on my server to see if it's stable.

Best regards SLJ.
If you like the post, then please give it a thumps up.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Happy gaming... :D

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172

I can't display the server list here, so I need an IP address to access

SLJ wrote:

Hi.
@拓海:
Sounds like you are a very experienced player of the game. Are you playing online? If you are playing online with some friends, then it would be great if you will play a few games on my server to see if it's stable.

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173

Hi.
You should be able to access the server on:
server.coolfortheblind.dk
I'm really confused on how the server works. It seems like the Crazymod and the original Sound RTS won't work together in the online mode. This is weird.
I have done the following:
Grabbed the latest SoundRTS from this link:
  http://jlpo.free.fr/soundrts/continuous … indows.zip
Set the mod to crazymod in the options, and the soundpack to Crazy anbiants in the soundpack.
Uploaded this to my server and started the server.
Now, i can't access the Crazymod both in online or the offline mode.
I don't know if it's me who is just confused, just good at braking things or what I'm doing wrong. I can't find anything about this in the documentation as well.
When I download the Crazymod pack from the website, I can't access my own server in the serverlist. But I can play the crazymod in the offline mode just fine.
I'm sorry, but I don't get how it works. I hope someone can clear up the confusion...

Best regards SLJ.
If you like the post, then please give it a thumps up.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Happy gaming... :D

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174

@Viktor
I don't think there is a bonus for hp.

@SLJ
I have tested your server with no mod and with crazymod9beta9. It works, I think. The client is 1.2-c2. Using server.coolfortheblind.dk in the "IP address" menu works too. I didn't test with the CrazyMod from the website (8.3 or 9 beta10).

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175

Hi Soundmod.
Thanks for checking. I'm glad it works for you.
Here is some more clarification about what's confusing me:
Regarding the single player mode:
The Crazymod campaign is not there. Therefore I thought it didn't worked. But when choosing start on map, then the Crazymod seems to work.
Online mode:
Yes, it seems to work, both when using the Crazymod and the normal version, when using the client 1.2-c2. This is awesome.
The critical and confusing part is: When using the version downloaded from the Crazymod website, the following happens:
1. My server is not in the list of servers. There is an other stable server which is running on this Crazymod version, which does not comes up in the other server list, when using version 1.2-c2. I mean: The server list is different depending on what version of the client you're using, like if it were two different games.
2. If I manually access my server when using the official Crazymod version downloaded from the Crazymod website, something really weird is going on: Then it says my server is called "slj." It was called slj previously, but now it's called "coolfortheblind"
It seems like an old server is running because it works, but the only server which is running is the server called "coolfortheblind."
So, to make it short: It seems like people who are using those two versions of the game aren't able to join the same server, and don't see the same servers in the list of servers.
Now an important question: Is the version of the Crazymod newer in version 1.2-c2 than the newest version downloaded from the Crazymod website? Then, people could just skip the official Crazymod version found on the crazymod website.
An other question: There are links to a ton of maps, soundpacks and other mods on the soundrts website. Are all this included in the newest version? There are other mods as well which is not listed on the official soundrts website. It would be awesome if all maps, soundpacks and mods was included in the official version of the game. That goes for translations as well.

Best regards SLJ.
If you like the post, then please give it a thumps up.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Happy gaming... :D

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