Sand Emperor (category2) update

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Ti_
Posts: 42
Joined: Sat Aug 03, 2013 3:08 pm
Location: Russia
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Sand Emperor (category2) update

Post by Ti_ » Sun Mar 21, 2021 2:08 pm

This update makes this demo more user-friendly and fixes some bugs.

changelog demo5 28 feb 2021 -> demo5c 21 mar 2021:
+ 'bad' maps (with too low ground or spice blocks count) now regenerates to others.
+ maps with lower spice recieves more spice blooms.
+ extra radius of spice search for player harvesters.
+ added cancelling of unit/building that under construction state: select button in pause; + sfx when cancelling.
+ fixed - in rare cases, carryall endlessly flew around it's target.
+ fixed possible bug with cursor (cancelling enemy unit selection, while player placing building).
+ added loading map bar.
+ some changes in pathfinding.
+ non-empty player harvester now returns to refinery, if it can't find spice.
+ mission loading: walls blocks now properly loads if it's on screen (fixes freezing).
+ bug fixed: when target of unit is destroyed, while he's moving, he's no longer switches to guard script with continued moving.
+ troopers view sight now same as tanks.
+ random mirrored variations of enemy bases.
+ when building constructed you see text 'done', instead of price.
+ reinforcements now arrives near player base, instead of player start point.
+ main palette in romfile for pal/ntsc can be edited separately.

https://disk.yandex.ru/d/Jo1due6ajYrOIw?w=1

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norill
Posts: 26
Joined: Wed Dec 07, 2016 12:05 am
Location: PAL

Re: Sand Emperor (category2) update

Post by norill » Tue Apr 06, 2021 5:11 am

i love this :D

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