A friend and I were working on this mod over the December holidays. We were planning on posting it when we finish, but now that we’re back at university that doesn’t really have a good chance of happening in the foreseeable future. So I decided to post it anyway, maybe someone else can keep working on it. The one thing we never got around to is any form of documentation, so I need to explain some stuff. But let me put the links first, then I'll explain everything below.
The mod itself: https://www.dropbox.com/s/g28h0zoodtu8a … n.zip?dl=1
Three maps we made for it: https://www.dropbox.com/s/44xc3k8teblcb … s.zip?dl=1
The keyboard commands for controlling units are not exactly the same as in default soundRTS. Because we have a bunch of units we decided to give each one its own key, to make finding a particular unit easier. So a particular unit only has one key dedicated to it, rather than two. The exception is workers, which use d and e.
I’ll start with soldiers (all units except for workers). Let’s take infantry which is on f as an example. Pressing f selects the next local infantry, i.e. the next infantry in the square you are currently on. Shift f selects the previous local infantry. Alt f selects the next infantry anywhere on the map, and shift alt f selects the previous infantry anywhere. Ctrl f selects all the local infantry (all the infantry in a particular square). Ctrl shift f selects all the infantry on the map. Alt control f selects all the idle local infantry, i.e. all the infantry in a particular square that aren’t currently doing anything (like moving somewhere). Alt ctrl shift f selects all the idle infantry on the map. These keys apply for all the other units as well, except for workers.
For workers, d selects the next local worker, while shift d selects the previous local worker. Alt d selects the next local idle (not doing anything such as building or exploiting) worker, while shift alt d selects the previous local idle worker. Ctrl d selects all the local workers, while alt ctrl d selects all the idle local workers. Now e does pretty much the same, just for workers anywhere on the map. E selects the next worker, shift e the previous, alt e the next idle worker, shift alt e the previous idle worker, ctrl e selects all workers, and alt ctrl e selects all idle workers. As you can see, there were too many functions to fit on one key with just three modifier keys.
Now for buildings, which are also a bit different. W now selects the next local building, while shift w selects the previous local building. This will make it easier to find a building if you have many, since it only cycles through the buildings in a particular square. Ctrl w will select the next building anywhere on the map, while shift ctrl w selects the previous building. Alt w will select the next idle building (not busy doing anything, such as recruiting or upgrading) anywhere on the map, while shift alt w will select the previous idle building. Ctrl alt w will select the next building even if it doesn’t have a menu (such as farms for example), while shift ctrl alt w will select the previous such building.
We also added a few keys to q, the key you use to cycle through units of any kind on a square. The default q and ctrl q etc commands work as before but in addition the following is also available: alt q selects the next local idle unit, shift alt q the previous local idle unit, alt ctrl q selects the next idle unit anywhere, and shift ctrl alt q selects the previous idle unit.
The grouping commands from 1 to 5 on the keyboard also work as before, but with the following additions: alt plus the number will group local and idle units, and ctrl alt plus the number will group global idle units.
Now because alt and g is used for selecting local idle snipers, it doesn’t work for repeating the previous command again, so this has been changed to slash. So slash fulfils the function of alt g (repeat the previous order), shift slash queues the repeated order (previously shift alt g), and alt slash does what alt r used to do (which I never actually used or understood the point of, but it’s there if anyone wants to use it).
Think that’s everything as far as keys are concerned. It might be confusing to get used to at first, but we’ve found it to make things easier when you get the hang of it.
Now the units. I’ll just give a very basic overview of each unit and their abilities.
Infantry: Key f. Close range, little damage, fast firing rate.
Grenade: hits ground units only, does splash damage.
RPG: hits a single ground or air unit.
Sniper: key g. Long range, slow rate of fire, hits ground and air units.
Upgrades to assassin, similar but invisible. Key for assassin is b.
Tank: key h. Lots of health and armour, also moves relatively fast.
Artillery: key j. Very long range, does a lot of splash damage. Can’t see as far as it can shoot though, so you need something else for that.
Medic: key l. Heals units, does very little damage.
Resuscitation: revives a few fallen units.
Smoke screen: produces an effect that cloaks the square (makes everything on that square invisible).
Spy: key o. Invisible, detects invisible units, does little damage.
Set hidden bomb: produces an invisible bomb which you can find as a building. Can be detonated to do damage to everything on the square.
Camera image: see everything on a particular square, including invisible units, for a few seconds. Can be used up to 5 squares away.
Bribe: converts an enemy unit.
Chemical attack: produces an effect that harms all healable units on a square.
Mad scientist: key p. Does no damage.
Engineer corpses: creates cyborg zombies from corpses. They are pretty straight forward, not much to them except that they regain a little bit of health over time. Their key is m.
Acid fog: produces an effect that damages all units on a square, but has a lower harm level than chemical poison.
Fighter: key k. Fast, only attacks air units.
Bomber: key i. Only hits ground units, does a lot of damage.
Carrier: key semicolon. Can’t attack but can transport units.
Drop paratrooper: drops a paratrooper, basically a weaker version of an infantry without abilities. Key for paratrooper is leftbracket.
Drone: key apostrophe. Fast, can’t attack, can detect invisible units.
Nuclear missile: key n. Pretty fast but weak. Can’t fight but can detonate to destroy everything on the square.
Transport: key f. Can’t attack, can carry units.
Land marine: similar to drop paratrooper. Key for marines is rightbracket.
Destroyer: key g. Can hit ground and air units.
Battleship: key h. Similar to artillery but a bit less range and less damage.
Missile: hits a single ground or air unit.
Submarine: invisible, slow rate of fire.
Torpedo: can hit adjacent square, does a lot of damage but only hits a single ground unit. Can hit invisible units.
Then just a few things for the buildings:
The watchtower can upgrade to a defence turret which can hit only ground units, and an anti-air battery which can hit only air units.
The hospital can also heal units in the same square.
The hack ability of the intelligence bureau can convert any unit on the map, but you must be seeing that unit for it to work.
The nuclear facility can explode to destroy everything in the square.
We made a few maps for it, since you have three resources instead of two. Oh almost forgot, to check oil is shift z.
The AI is something we couldn’t really get to work properly, if someone thinks they can improve it please do.
I think that’s everything, hopefully someone gets some enjoyment out of this.