Re: SoundRTS, a real-time strategy audio game

I understand.
If this problem is a little troublesome to solve, then you don't have to worry too much. You can solve it slowly by putting it aside.
After all, this problem is not a serious problem.
But the problem of farmers' work is a more troublesome issue.
In fact, you only need to separate the construction and repair to solve this problem perfectly.
Now the construction and repair should be the same module, only need to distinguish it is no problem.
We first add an option to the peasant to continue construction, which can be placed behind the repair.
When we find the building under construction by tab, the default order of the farmer is to continue construction.
Then, the farmers will only repair automatically, and will not participate in automatic construction.

In addition, when I play multiplayer games, the game speed is very slow, even if I adjust the game speed to a fast game.
But I did the test with 1.2a9, and this problem did not happen.
Is this related to my network?

Once again, I encountered a small problem.
When I play crazymod's campaign, the game will randomly give a farm of a race.
But in fact this campaign is a traditional ethnic campaign, so there should be no farms of other races.
But the game will be randomly assigned to a farm, so you need to fix it.

SoundMUD wrote:
拓海 wrote:

But the previous version did not have this problem.
I tried the next 1.2a9, it is normal

SoundMUD wrote:

@拓海
About the problem with orders given too quickly, I think I could redo it, using a very slow speed (for example with the console command "s .001").

So, the problem is that if the simulation isn't fast enough, the menu isn't updated fast enough. So you have to press "next order" twice instead of once, to skip the first research order which is still in the menu. This is a problem because the sequence of keys that you are used to doesn't work in this case.

I'll try to solve this, but it's not easy because it might require for example to do another simulation of the game inside the UI thread.

1.2a10 is probably normal too. With those versions, if I remember correctly,  the orders were executed immediately and the menus were updated immediately. The problem is that this was probably a cause of desynchronization, because to guarantee the same world for every player, the orders must be executed at the end of each turn, one player after another, in the same order for every player.

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