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General discussion / GAE 0.2.12b
« on: 7 August 2009, 02:46:44 »
0.2.12b
Windows (32 bit)
Linux (32 bit x86)
A small data package is required, to be extracted in your glest directory (not needed if you downloaded it for 0.2.12a).
Complete list of changes
====================================================
0.2.12 Features:
The pathfinder defaults to the Greedy Search algorithm, with a node limit of 1024, both the algorithm and the node limit can be adjusted in the options menu.
LUA powered scenarios seem to work Ok, but this hasn't been tested extensively yet, please report any issues you find with it.
The new movement fields are,
any_water, unit may travel on any submerged cell.
deep_water, unit may only travel on deep submerged cells.
amphibious, unit may travel on any land or submerged cell.
There is a graphical glitch when an amphibious unit crosses the 'shore' (it 'jumps' up/down a bit).
A 'starting unit' with 'any_water' or 'deep_water' will probably crash the game, giving you a message about building a better map, this is because the unit couldn't be placed at the start location. Amphibious units should be fine though.
Unit's can be spawned into the new fields from LUA, so while the only way to get a unit in the deep_water field in a regular game is with a morph (amphibious unit -> deep_water unit), in scenarios ships can be spawned in the water.
Please feel free to leave feedback and/or bug reports here, thanks!
Windows (32 bit)
Linux (32 bit x86)
A small data package is required, to be extracted in your glest directory (not needed if you downloaded it for 0.2.12a).
Complete list of changes
====================================================
0.2.12 Features:
The pathfinder defaults to the Greedy Search algorithm, with a node limit of 1024, both the algorithm and the node limit can be adjusted in the options menu.
LUA powered scenarios seem to work Ok, but this hasn't been tested extensively yet, please report any issues you find with it.
The new movement fields are,
any_water, unit may travel on any submerged cell.
deep_water, unit may only travel on deep submerged cells.
amphibious, unit may travel on any land or submerged cell.
There is a graphical glitch when an amphibious unit crosses the 'shore' (it 'jumps' up/down a bit).
A 'starting unit' with 'any_water' or 'deep_water' will probably crash the game, giving you a message about building a better map, this is because the unit couldn't be placed at the start location. Amphibious units should be fine though.
Unit's can be spawned into the new fields from LUA, so while the only way to get a unit in the deep_water field in a regular game is with a morph (amphibious unit -> deep_water unit), in scenarios ships can be spawned in the water.
Please feel free to leave feedback and/or bug reports here, thanks!

) sure it would work as expected.

