XTA 9.736 a.k.a. 'morning mist'

XTA 9.736 a.k.a. 'morning mist'

Hearken back to the days of yore and enjoy the first major Spring module!

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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

XTA 9.736 a.k.a. 'morning mist'

Post by Jools »

------------------- Change Log of XTA 9.736 Svn 642
- Fixed (hopefully) all bugs relating to end statistics and the internal procedure relating to it. Added two small buttons in
top right corner that let's you toggle between both graphs

- Airplanes now have less LOS and less AirLOS when they are landed. Now you can't land a peeper in a remote corner and gain LOS of
it until enemy discovers it.

- Fixed bug where landed fighters keep shooting at enemy stuff

- Increased turnrate of torpedoes from seaplanes so that they won't miss ships if dropped too close to them (15000 -> 25000)

- Added visual effects that help you see when a seaplane has submerged under water and risen above it again

- Fixed some ships shooting at aircraft (missile frigates, warlord, etc)

- Fixed bug where only arm construction seaplane could submerge and not core: now they both can

- Enable depthmod for some kbots and tanks, means that units move slower the deeper the water is:
Fido, maverick, can: max.slowdown in water = 33%
gimp, spiders: 50%
commanders: 45%
beaver, crab, triton, crock, garpike, muskrat: 50%
crawling bombs: 33%

- Widgets: mex upgrader error fixed, added options to tweak-gui widget: fullscreen option (requires spring 97), option to turn off
move-failed notifications when builder can't reach target), made select and center widget faster to zoom.

- Fixed although not mentioned elsewhere: can not select units after game ended.

Get it here:

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http://springfiles.com/spring/games/xta-36
Last edited by Jools on 16 Mar 2014, 15:06, edited 1 time in total.
User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: XTA 9.736 a.k.a. 'morning mist'

Post by Jools »

- Fixed (hopefully) all bugs relating to end statistics and the internal procedure relating to it.
More infor regarding this fix:

The problem was mostly related to team commander ends gadget not finishing in some cases, so although game reached game over point it was still waiting for some none existent teams to be killed (most notably due to how table indexed works in lua and the fact that in some cases these could be non-continuous).

There is also a fix regarding the case where you play commander ends and one player resigns. In this case the team sued to be considered as killed but the game didnt end even if all other teams were killed, because the resigned team still had units. This is now fixed the way that commander ends mode requires each team to have an active commander in order to be considered alive. If you resign your commander becomes passive and is therefore not commanding anymore. It is therefore treated like any other unit with regard to game over condition. Note that it is still possible to take resigned player's commanders so that they again become active.
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