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rts
A sub-genre of strategy video games in which the game does not progress incrementally in turns. This is distinguished from turn-based strategy (TBS), in which all players take turns when playing.
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The following are preprocessor macros that are gating code and are either always on or always off for the way we currently build the code. They should be removed and the code they gate either be removed, become a permanent part of the code or become runtime options.
- DEMO
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- USE_RA_AI
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Issue #923 Asked for ANY_CREATURE, GOOD_CREATURE and EVIL_CREATURE, but only ANY_CREATURE was delivered.
So it would be good if the other two could work too, in script commands like CHANGE_CREATURE_OWNER or USE_POWER_ON_CREATURE.
Example:
IF(PLAYER0,GOOD_CREATURES > 20)
NEXT_COMMAND_REUSABLE
CHANGE_CREATURE_OWNER(PLAYER0,GOOD_CREATURE,ON_ENEMY_GROUND,PLAYER_GOOD)
ENDIF
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Good first issue because no Unity-specific programming is involved.
Our unit config files allow a c-style #include directive, which lets us break them up into small reusable pieces. Example:
{
#include "DefaultMobility",
#include "DefaultHeloArmor",
"LabelIcon": "D",
"CategoryKey": "HEL",
"Name": "AH64D Apache",
"Price": 20,
}
ConfigReader.cs has s
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Jan 19, 2022 - Pascal
Describe the bug
The game freezes when receiving a message that does not fit in one line.
To Reproduce
Your System: