please download again soundrts-1.4.1.8

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修君

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Aug 15, 2025, 10:54:27 AMAug 15
to soundRTSChat
Fixed a bug where units couldn’t enter a tile when an enemy was present.
Made minor optimizations to improve performance. Needs testing—please run multiplayer tests.
1.4.1.8:
Improved map system: switched from letter+number coordinates to x y coordinates. For example, a1 is now written as 1 1 (first number is x, second is y), and b3 becomes 2 3 (x2 y3).
In zoom mode, scaled tiles are shown in the traditional notation, e.g., a1, b2, c3.
When authoring maps, you can still use the traditional notation, for example:
west_east_paths a3 b3
south_north_paths a1 b1 c1 a2 b2 c2
The game will convert these to x y coordinates.
You can also define x y directly, for example:
west_east_paths 1,3 2,3
south_north_paths 1,1 2,1 3,1 1,2 2,2 3,2
This allows more than 26 columns; with letter+number, the horizontal coordinate can only go up to z.
You can now name any tile. Format:
square_name PlaceNameID Coordinate SecondPlaceNameID Coordinate ThirdPlaceNameID Coordinate
Examples:
square_name normandy 2,2 verdun 20,23
You can assign the same place name to a whole area:
square_name normandy 2,2 2,3 3,3
You can also define them separately:
square_name normandy 2,2 3,3
square_name verdun 20,23 21,23
You can translate place names in tts.txt using:
source_language = translated_language

Added functionality to define factions’ starting setups:
You can now define each faction’s starting units and starting resources directly in rules.txt, so you don’t need to define them in the map.
This helps enrich each faction’s uniqueness, similar to civilizations’ traits in Age of Empires.
You can define spawn points in the map, and then define each faction’s starting units and resources in the rules file.
You can still define starting units and resources directly in the map; the system will prioritize the map’s definitions.

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