2020-08-19 12:00:15

I do not mean that i make this units by the modding original game. I would like to developer add this units in to game, add differend research which give bonuses to units and to make campaign with using this units.

2020-08-19 19:10:22

拓海 wrote:

Can we add an alt+arrow key in the f8 mode, so that we can browse the map with precision to every meter.
I don't know if this idea can be realized.

This could be possible, and the reverse: selecting bigger zones, including the whole map.

2020-08-19 21:38:40

SoundRTS 1.3.5 is available at: http://jlpo.free.fr/soundrts

For multiplayer games, this version requires:

- client: 1.3.5 or later
- server: 1.2-c12 or later

Changes from 1.3.4:

- bug fixed: couldn't save a game with terrain
- fixed: the hit sound wasn't emitted if it killed the target
- fixed: the game would freeze if there wasn't enough space in a square to create a unit

Internationalization:

- converted all the tts.txt files to UTF-8 with BOM signature. The encoding is still explicitly defined in the first line as UTF-8. The BOM signature might help some text editors to select UTF-8 automatically.
- will always use UTF-8 (or ASCII) for text files other than tts.txt (rules.txt, style.txt, etc)
- updated Spanish translation (thanks to Oscar Corona)

2020-08-21 10:45:52

Hi everyone,

Is there a recent guide available for this game? The ones I found are either very old or not available anymore (the links on the DB page return a 404 error).

Greetings and happy gaming, Julian

If you say you never lie, you're a liar.
Oh, and #freeGCW

2020-08-21 17:44:38

after testing.
In the 1.2c12 version, the speed will not slow down when playing against multiple computers.
But starting from 1.3.0, the speed will slow down during the game.

2020-08-22 06:30:24

@soundmud
This is a complete Chinese translation and a slightly modified soundpac
http://www.fileconvoy.com/dfl.php?id=gb … 4b010b3976

2020-08-23 08:09:54 (edited by Tuohai 2020-08-23 08:30:52)

Let's distinguish between the sounds of attacking buildings, attacking mechanical units, and attacking living units.
ep:
def footman
is_a walking_unit
title 86
noise repeat 30 123412
launch_attack 12348
attack_hit if_building 1040 1041 else if_mechanical 1040 else 1039 10401
This should not be difficult to achieve
Still hope to increase dodge and hit attributes.
ep.
cover_on_terrain marsh 1 ford 1
cover units 0.75 buildings 1
dodge x

2020-08-23 12:29:04

maybe you should try to email him?

2020-08-23 14:20:30

I believe he saw it.

firence wrote:

maybe you should try to email him?

2020-08-25 17:50:23

I read all the messages and think about them. I don't reply systematically though.

2020-08-25 18:21:07

It's ok.
But what do you think of my hit rate and dodge ideas? Is it possible to achieve it, because this will increase a lot of uncertainty.

SoundMUD wrote:

I read all the messages and think about them. I don't reply systematically though.

2020-09-04 01:41:19

Please revert the way unit information was displayed to the old behavior. When pressing control e now, it says something to the tune of "You control 10 peasants exploit woods and 5 peasants exploit gold mine". Either revert the behavior, provide an option to disable it, or change it so that shift with the letters reads that information. In other words, give the player the choice of which information to receive.

While we're talking about changes, please set the soundpack as the default set of sounds for the game. The current default sounds are horrible and I immediately switch to soundpack.

Grab my Adventure at C: stages Right here.

2020-09-05 03:00:34

for me the third option is fine for me.

73 Wj3u

2020-09-05 09:50:58

yep, the default one is horrible

meow meow.

2020-12-10 13:04:53

Can I input more languages when chatting? Currently, I can only chat in English.
I want to be able to support Chinese.

2020-12-10 17:32:01

Me also. Want to support spanish in my case.

73 Wj3u

2020-12-12 07:33:43

The sight_range parameter hopes to be restored and enhanced.
For example, sight_range 12 means that the unit can see things within 12 meters in diameter.
Sight_range 24 can see things within 24 meters in diameter, which is the adjacent square.
Every unit’s field of vision is the same now. The watchtower is almost useless now. It should be able to observe farther.
The flying unit should also be able to observe farther.
The previous sight_range could not be customized, now you can try to customize the specific field of view.

2020-12-26 12:35:32

It seems that ramdom_choice end_choice #end_ramdom_choice is not available.
I plan to add resources randomly, but they are not available.

2021-02-02 09:05:00

Found a bug.
After pressing alt+d to control idle farmers, the big keyboard numbers 2 3 4 5 cannot be used for idle farmers.

2021-03-26 08:33:49

@soundmud,
I discovered some things you might want to fix.
1. It seems the second type of agressive computer (will be refered to as ai2) has a fixed amount of every resource, specificly, 1000. This should be avoided in favorit of starting resources for each player which are set in the map, or setting this fixed amount to a higher value. The reason is, some mods have building and unit prices way above than 1000, so ai2 can't properly play the game and ends up stuck with things it can never afford.
2. Ai2 is giving useless orders to almost every of it's units, making them walk back and forth, thus game speed is dropping the more units the ai has. Maybe there is a reason for that, but i can't see any.
3. Ai2 keeps spamming single units on a square it can't conquer. It doesn't lead to any result other than it's units dying. I'd do something like square difficulty value so the ai would stack up on units more, then trying to attack with a bigger army.
Maybe i forgot something, but i think that's pretty much it.

2021-03-28 16:38:51

Hi all,
is there a Mac version of this one?
Thanks.

Take care.
Mike.

I don't play games as much as I wish, but you can know that it's me if there's a John Weed over there. Ha ha!

2021-03-28 21:37:30

As far as I know, the Mac and Linux versions are no longer available. You can probably play the game under Wine or using a virtual machine of Windows.

Grab my Adventure at C: stages Right here.

2021-04-25 08:08:51

I just finished the campaign and it really is a great tutorial. I have a suggestion. Please add a lesson that teaches you how to use sea units.

Grab my Adventure at C: stages Right here.

2021-04-25 10:00:27

The fact that Linux support has been discontinued is disappointing and very saddening. Especially when, I believe, maintaining such a port requires no effort (in fact I was able to get the game to run in a virtual environment though it couldn't find speech-dispatcher or espeak). It especially wouldn't be overly difficult to -- say -- maintain the AUR package, at minimum, for Arch Linux users. Other distributions can, of course, be considered, but distributions that compile the code for you only require you to maintain a minimal package build specification and not an entire package. Such maintenance could trivially be done in any text editor, as they're just shell scripts.

"On two occasions I have been asked [by members of Parliament!]: 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out ?' I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."    — Charles Babbage.
My Github

2021-04-25 10:30:59

if it's written in python, doesn't it mean it should run without any problems, especially if it doesn't use any windows specific features? Like, accessible_output2 works under linux as well.