soundrts-1.4.9.1

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修君

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Aug 31, 2026, 6:50:07 AMAug 31
to soundRTSChat
1.4.9.1
---------

**Fix: CrazyMod pra1 computers froze on the hall opener**

- **Issue**: Lines like ``get chatelet 10 serf`` never finished: an owned hall was treated as a soldier held for later barracks, and workers who can make halls counted as an already-owned barracks, so AIs only printed ``vermine_nm_loop`` and built nothing.
- **Change**: Owned-building ``get`` lines complete; worker-made halls are not barracks; soldier-holds skip buildings. Skill summons (``can_use_skill`` → ``termitiere``) count as makers.
- **Scope**: Computer plan parsing and makers; CrazyMod zerg AI dropped extra ``get larve`` (hatchery spawns larvae).

**Fix: untargeted skills (larva) did nothing**

- **Issue**: Empty ``effect_target`` left ``UseOrder`` with no target, so CrazyMod ``a_larve`` and similar skills no-op'd.
- **Change**: Missing / ``self`` targets apply to the caster.
- **Scope**: ``worldorders/skills.py``.

**Change: CrazyMod ranged units get projectile speed**

- **Issue**: Long-range units/buildings lacked ``rdg_projectile_speed``, so shots hit instantly.
- **Change**: Added ``rdg_projectile`` / ``rdg_projectile_speed`` from range.
- **Scope**: ``mods/crazyMod9beta10/rules.txt``.

**Change: StarCraft AI uses this mod's unit names**

- **Issue**: ``ai.txt`` still asked for vanilla ``peasant`` / ``footman`` / ``townhall``, so computers never trained.
- **Change**: Terran/Protoss/Zerg scripts use SCV, probe, drone, marine, etc. Addon ``addon_grants_train`` counts as a maker so ``get tank`` builds a factory.
- **Scope**: ``mods/starcraft/ai.txt`` and maker lookup.

**Change: StarCraft maps use minerals/vespene; start peasants spawn**

- **Issue**: Maps still listed ``goldmines`` / ``woods``; start ``peasant`` is undefined in this mod (``couldn't create an initial unit``).
- **Change**: Multi maps use ``mineral_field`` / ``geyser``; the faction table maps map ``peasant`` to SCV / probe / drone even when peasant has no class.
- **Scope**: StarCraft multi maps, ``equivalent_type``, start parsing.

**Change: StarCraft times and gather match SC2 Faster**

- **Issue**: Train, upgrade, research times and gather yields were still closer to SC1.
- **Change**: Align with SC2 Faster (5 minerals, 4 gas / 2 depleted, geyser 2250); ranged units get ``rdg_projectile_speed``.
- **Scope**: ``mods/starcraft/rules.txt``.

**Fix: jl1 beginner computers ping-ponged gold and wood**

- **Issue**: When feudal needed both gold and wood, every AI turn stole the same peasants from gold to wood and back, so trips never finished and beginners idled.
- **Change**: Do not steal a worker from another missing resource that is still at or under its cap.
- **Scope**: Computer ``_send_workers_toward_resources``.

**Fix: feudal ``time_cost -5`` skipped proportion 2 and 8**

- **Issue**: Phase ``time_cost -5`` applied on the player and again from ``_phase_bonus_pool``, so a 12s footman became 2s; 300ms ticks skipped 2/5/8 on the bar.
- **Change**: The pool keeps combat stats only; train duration is snapshotted and skipped ``completeness`` 0–10 values are filled.
- **Scope**: Phase pool and ``ProductionOrder`` progress.

**Fix: first achievement unlock also announced a repeat**

- **Issue**: ``evaluate_new_unlocks`` wrote ``once_keys`` before ``evaluate_repeat_completions``, so a first unlock was also treated as a recompletion.
- **Change**: Evaluate repeats first, then new unlocks. Private still has 0 loadout slots (lieutenant gets 1); that is by design.
- **Scope**: ``process_game_end_achievements``.

**Fix: console terrain palette painting**

- **Issue**: Forest lacked ``is_dynamic 1``, so painting locked the square and chopping trees did not revert. The goldmine brush dropped the wood after the mine took the free tile. Painting forest after a lake still searched for space as water, so trees never spawned.
- **Change**: Forest is dynamic; the palette sets land/water before placing resources; mines and trees use collision-off arrange.
- **Scope**: Palette apply, ``ensure_resources``; ``forest`` in base / AoE2 / StarCraft / CrazyMod.

code:
[url]https://github.com/tuohai/soundrts-ultimate-version[/url]
game:
https://github.com/tuohai/soundrts-ultimate-version/releases/tag/1.4.9.1
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