This was resulting in non-intuitive and surprising behaviour when queuing
commands. Removing this system results in Megaglest behaving more like
other RTS games.
For instance, the following are now possible and weren't previously:
- Queuing multiple attack ground commands to move along a specific path
attacking all enemies on the way.
- Queuing attack ground followed by hold position, which is a sensible
thing to do if you want a unit to guard a specific area.
- Queuing a move command followed by a produce command, if you want to
have your summoner summon a daemon at a specific location.
The behaviour of queuing the stop command is unchanged, and commands that
must be the last in the queue, such as morphing, are still properly replaced when something
else is queued.
now you can enable sharedTeamUnits and sharedTeamResources in scenarios
to do so use this two xml tags:
<shared-team-units value="false"/>
<shared-team-resources value="false"/>
put them in the <scenario> node
To claculate limitResourcesToStore() we need to first load all factions.
Else we get wrong results for limitResourcesToStore(), and by this sometimes
no food on startup, depending on the setup.
When playing with shared team units but not with shared resources, only
the resources of the selected faction is shown now. With shared resources all
resources of the team are shown like before.
Rendering ressources with two lines stays like before showing all resources in
team mode!
In the faction.xml you can set teh following now:
<flat-particle-positions value="true"/>
By this the positions of the particle systems ( attack and unit particles )
can be done based of the units centered ground position and
by this height independend.
In Addition i changed the command which is given to the spawned unit to an attack command on the target cell.
( I think this makes way more sense than giving a move command to the meeting point)
( This also works if the spawned does not have a attack command. It will move to the enemy then)
It appears that the issue is a Windows problem, with Windows providing
macros for min and max that interfere with using the proper ones defined
in the algorithm header file.