Re: SoundRTS and the CrazyMod (update 8.1)

@Victorious:
    its true that the variety of strategies and moves that you can do its been defined by the starting resources and distribution of them in the maps, but I'm take examples from another RTS games.
In starcraft, all official maps have a one standard starting  structure for each starting point on each map, and all of the razes can balanced supposing that all have same opportunities of start the battle with the same access of resources.

@pragma:
when I tested the special range I change the range property of catapult, to secure that it is  different than 0. An effectively, the catapult can't attack another catapult, while its having a range of 3 5 10 and 30. Of course with the special range in on. When I turned it to off, the catapult can attack.

@Victorious
doubt: the units that can attack adjacent squares needs vision to can attack it? For example, if the water elemental can attack adjacent squares, but not h ave a sight range, they effectively can't attack adjacent squares except when it's next to an air elemental?

respecting to thing that game must to be considered, is that in the maps, is necessary to have the option to make totally inaccessible a group of squares. In some maps they have a beautiful polygonal structure, but when airborn units came to the action, all of structure of the map will be destroyed.
In other words, the capacity for specify squares that any unit can't walk through it, and is impossible target it for an skill.

URL: http://forum.audiogames.net/viewtopic.php?pid=176828#p176828

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