What changed
0 fixes0 additions1 change1 removal
removedRemoved redundant button location variables from production buildings and mechbots. -Selecting battlestations of different classes no longer prevents VO from playing and unit UI from displaying. -Sprite alpha of units under construction now decreases when they take damage. -AI now properly takes into account the overall shipyard limit when determining how many of each type of shipyard to make. -AI construction can no longer get stuck trying to make more shipyards than are allowed.
changedmultiplayer (work in progress) -Host and client controllers are now created as intended upon multiplayer match creation. -Host now handles client mouse input...somewhat. Production menus still don't work. -Client view is now set to the proper starting location at match start. -Host and clients now use the same units (special client versions of units proved to be impractical). -Client construction now displays somewhat more properly. Various related issues remain. -Clients no longer attempt to control the AI players. -Client buildings now register construction completion and switch properly to constructed state. -Upgraded client buildings now replace their previous versions properly. -Multiplayer clients no longer display alliances from the host player's perspective. Allied units are still improperly labeled as enemy units.
Zeta Leporis RTS changes
removedRemoved redundant button location variables from production buildings and mechbots. -Selecting battlestations of different classes no longer prevents VO from playing and unit UI from displaying. -Sprite alpha of units under construction now decreases when they take damage. -AI now properly takes into account the overall shipyard limit when determining how many of each type of shipyard to make. -AI construction can no longer get stuck trying to make more shipyards than are allowed.
changedmultiplayer (work in progress) -Host and client controllers are now created as intended upon multiplayer match creation. -Host now handles client mouse input...somewhat. Production menus still don't work. -Client view is now set to the proper starting location at match start. -Host and clients now use the same units (special client versions of units proved to be impractical). -Client construction now displays somewhat more properly. Various related issues remain. -Clients no longer attempt to control the AI players. -Client buildings now register construction completion and switch properly to constructed state. -Upgraded client buildings now replace their previous versions properly. -Multiplayer clients no longer display alliances from the host player's perspective. Allied units are still improperly labeled as enemy units.
Changelog
-Removed redundant button location variables from production buildings and mechbots. -Selecting battlestations of different classes no longer prevents VO from playing and unit UI from displaying. -Sprite alpha of units under construction now decreases when they take damage. -AI now properly takes into account the overall shipyard limit when determining how many of each type of shipyard to make. -AI construction can no longer get stuck trying to make more shipyards than are allowed.
multiplayer (work in progress) -Host and client controllers are now created as intended upon multiplayer match creation. -Host now handles client mouse input...somewhat. Production menus still don't work. -Client view is now set to the proper starting location at match start. -Host and clients now use the same units (special client versions of units proved to be impractical). -Client construction now displays somewhat more properly. Various related issues remain. -Clients no longer attempt to control the AI players. -Client buildings now register construction completion and switch properly to constructed state. -Upgraded client buildings now replace their previous versions properly. -Multiplayer clients no longer display alliances from the host player's perspective. Allied units are still improperly labeled as enemy units.