Re: SoundRTS, a real-time strategy audio game
Well, again, thanks for the updates for the c11 version!
Sound all really awesome, and viewing the rules file, you can create various others kind of terrain
Well, some quotes:
@拓海
Decrease the unit movement speed or increase the unit movement speed. I think it can be specific to each unit in rules.txt.
For example knight:
Speed 2.3
Mountain speed 2.5
marsh speed 1.3
This looks more flexible.
This is a hard to implement, and dynamic.
What appens if you in your mod don't have marsh but desert?
And you have to define that for every unit that you have in your rules?
No, bad idea.
That element concern to the map, will be in the map files; and if you want apply a general rule use a type, taking advantage of the inheritanse feature of the rules file.
@soundmud:
There is no other rule. If both distances are the same, one side will be picked, always the same side.
At some point shipyards will be built only on the coast, and will be present on the border, like a wall, but it's a bit tricky to do.
Maybe right now I can allow the player to select a sub-square so the shipyard will be moved to the side that the player wants.
If you mark the shipyards as a doors?
Only can build them in exits (ground to sea) and is a door, for ground units can pass to the ocean and board the boats.
If you block your exits with other things... sad for you.
Thanks for the updates!
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