Re: soundrts-1.4.4.3, The great moment has arrived.

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lucia greco

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Jun 15, 2026, 9:04:24 PM (8 days ago) Jun 15
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lucia Greco
http://accessaces.com
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HI WILE PLAYING THE  LAST BUILD I FOUND MY SELF QUITE FRUSTRATED WHEN NOT ABLE TO DO WHAT I USED TO BE ABLE TO DO. I HAD TO  AALWAYS BE IN THE SAME SQUARE AS A BUILDING TO ACT WITH THAT BUILDING. ALSO   IT SEEMS LIKE THE CLASIC KEYBOARD  COMMANDS ARE  NOT THE SAME I USED TO BE ABLE TO PICK A BUILDING TO ACT WITH WITH W BUT  NOW IT SAYS  SOME OF THE    BILDINGS BUT NOT ALL OF  THEM AND IT ONLY SAYS NOTHING  WHEN I HIT A ALSO Q SEEMS TO WORK STRAGELY AS WELL BUT CAN'T FIGER OUT WHAT THEY ARE DOING I LIKE THE CHANGES YOUR BRINGIN IN TO THE GAME BUT WE NEED SOME CONSISTENSE TO WHAT DOES WHAT FROM THE OLD GAME TO 

On Sat, Jun 13, 2026 at 9:30 AM 修君 <shaoc...@gmail.com> wrote:
1.4.4.3
-------

Achievement system (phases 2–3): medals, ranks, cards, armory, pre-mission loadout:

- main menu **Achievements** entry: achievement list + armory (rank, honors, medals, card inventory)
- post-game settlement evaluates ``achievements.txt``; voice for unlock, medals, cards, rank promotion, loadout slot increases
- per-mod save: ``user/achievements/<mod_key>.json`` (unlocks, medals, cards, honors)
- **pre-mission card loadout** (single-player → start on map → **Start**): pick up to N cards by rank (``loadout_slots`` in ``titles.txt``); **TrainingGame only** (custom / random map vs computer; not campaign or multiplayer)
- card effects apply after map populate: bonus resources and/or units near your start; one charge consumed per card used
- **card spawns do not consume population**; random-faction games use ``equivalent_type`` for spawn units
- **fix:** loadout cards were not applied at game start because local player was detected only after ``GameInterface`` existed; now resolved via ``local_client.player`` before the interface opens
- armory: browsing a card announces its effect (start bonus, spawn summary, ``min_rank`` if locked)
- ``repeat_medal <n>`` in ``achievements.txt``: repeat completion (same ``once`` key) grants n medals only — no card, honor, or unlock voice; medals still count toward rank
- mod opt-out: ``achievements_enabled 0`` in ``rules.txt`` ``def parameters`` hides the menu entry and skips loadout / post-game processing; does not load ``achievements.txt`` / ``cards.txt`` / ``titles.txt``
- **AI ``starting_units`` bonus (``ai.txt``) no longer consumes population** (map starting units still do); buildings still add ``population_provided`` as before
- content: ``res/achievements.txt``, ``res/cards.txt``, ``res/titles.txt``; TTS 5244–5367, 5310–5332, 5400–5411
- docs: ``docs/zh/achievement-system.md``, ``docs/en/achievement-system.md``
- tests: ``test_achievements.py``, ``test_cards.py``, ``test_titles.py``, ``test_card_loadout.py``

1.4.4.2
-------

AI counter targeting and bonus starts (``ai.txt``):

- computer units use ``mdg_vs`` / ``rdg_vs`` and ``is_a`` inheritance when choosing targets and sending attacks
- new ``counter_skill <0-100>`` command: ``0`` = ``menace`` only, ``100`` = always best counter; intermediate values blend both
- vanilla ``res/ai.txt``: beginner 25, intermediate 50, advanced 75, expert 90, nightmare 100; default 100 if omitted in mod scripts
- new ``starting_resources`` / ``starting_units`` in ``ai.txt``: bonus added on top of map start for invited computers (map syntax; once at game start)
- new ``starting_population`` in ``ai.txt`` and maps: bonus population cap (plain integer; still capped by ``global_population_limit``)
- fix: ``starting_resources`` in ai.txt now uses the same ``to_int`` scaling as map starts (``400`` = +400 gold, not +0.4)
- docs: ``doc_src/src/en/aimaking.rst``, ``doc_src/src/zh/aimaking.rst``; tests: ``test_ai_counter_targeting.py``, ``test_ai_loader_and_menu.py``, ``test_ai_start_settings.py``

1.4.4.1
-------

Dynamic invite-computer menu from mod ``rules.txt`` mappings:

- without a mod: still five tiers (Beginner … Nightmare / 初级 … 噩梦)
- with a mod loaded: menu lists each difficulty tier mapped in faction blocks of ``rules.txt`` (as many buttons as you map); ``ai.txt`` holds scripts only — no empty ``def beginner`` placeholders needed
- mappings using ``beginner`` … ``nightmare`` show standard tier labels; legacy ``easy`` / ``aggressive`` mappings show quiet / aggressive computer (defensive / aggressive in Chinese UI) for old mods
- custom script names (e.g. ``tang_empire_easy``) are referenced only through ``rules.txt`` and never appear as separate invite entries
- multiplayer: new ``invite_ai <tier>`` command; legacy ``invite_beginner`` … commands still work
- ``clear`` in ``ai.txt`` only affects whether base AI scripts are replaced on load, not the invite menu; most mods do not need it
- docs: ``doc_src/src/en/aimaking.rst``, ``doc_src/src/zh/aimaking.rst`` — invite menu / mapping sections rewritten
- tests: ``test_ai_loader_and_menu.py``

1.4.4.0
-------

Five computer difficulty levels (replacing the old defensive / aggressive / aggressive-2 buttons):

- single-player and multiplayer invite menus now offer Beginner / Intermediate / Advanced / Expert / Nightmare (初级 / 中级 / 高级 / 专家 / 噩梦)
- each level is just an AI script you can rewrite in ``res/ai.txt`` (``def beginner`` … ``def nightmare``)
- backward compatible: legacy ``def easy`` / ``def aggressive`` keep working as aliases for Beginner / Intermediate; a level with no ``def`` falls back to the closest lower one, so old mods/maps still run
- the legacy random-cheat "aggressive computer 2" (``ai2``) is no longer offered in the menus; the engine still understands it for old replays/saves
- new ``ai.txt`` script commands to shape each difficulty:
  - ``workers <n>`` — target number of workers (economy strength)
  - ``expand <n>`` — total town halls / bases to maintain (``2`` = one expansion)
  - ``attack_ratio <pct>`` — % of the enemy's strength needed before attacking (180 = cautious default, <100 = relentless)
  - ``wait <seconds>`` — pause on the current line for pacing (a non-zero ``watchdog`` still overrides it)
- new server invite commands ``invite_beginner`` … ``invite_nightmare`` (old ``invite_easy`` / ``invite_aggressive`` / ``invite_ai2`` kept for compatibility)
- difficulty labels added to ``ui/tts.txt`` (ids 5220–5224; English + Chinese + German, other languages fall back to English)
- docs: ``doc_src/src/en/aimaking.rst`` (zh: ``doc_src/src/zh/aimaking.rst``)
- tests: ``test_ai_loader_and_menu.py``

game:

https://www.dropbox.com/scl/fi/iawxv75263qp6csxt43fo/soundrts-1.4.4.3-ultimate-version-windows.zip?rlkey=es3x4ugp6rk522hzs74woakdy&st=t67qtx1u&dl=1

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修君

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Jun 15, 2026, 9:34:40 PM (8 days ago) Jun 15
to soundRTSChat
please download 1.4.4.4.
Version 1.4.4.4 fixed this issue.
You can also go to the Options menu and switch the hotkey scheme to the classic one, so you can use the same controls as before.
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