Hi Sat. I had some time to look at these changes now:
- Fixed an annoying bug (present since ver. 1.0) where ICBMs (or other ballistic missiles) were killed by the area damage from other units (even those without Anti-Missile ability).
- Fixed a bug after Minor Update 157028, where ICBMs, TBMs, etc. could be selected after they were launched. Players could for example delete them in air.
This is done in:
EE2: zips\db_155.zip\db\Visuals\ammo_15.ddf
AOS: zips_ee2x\EE2X_db.zip\Visuals\ammo_15.ddf
For example under: "UnitType ICBM"
Code: Select all
// @UP 157028: Mass must be 1 to fix a bug where area damage killed ICBMs
mass = 1
and also:
Code: Select all
// @UP 157029 hotfix. They must be NotSelectable after update 157028:
attributes = [NotSelectable NotAffectedByWeather]
So as first we fix a bug where ICBMs could be killed by allied area damage, but then the unit becomes selectable, so we need to set a NotSelectable attribute. Update 157028 was very funny, because I could delete ICBMs in air.
- Fixed a bug (present since ver. 1.0) where on EE2: The Art of Supremacy, some units had no attack sound after Elite upgrade. Affected units: "Elite Objective Force Warrior" (epoch 15), "Elite Lancer" (epoch 8), "Elite Imperial Lancer" (epoch 10), "Elite Horse Archer" (epoch 6), "Elite Carabineer" (epoch 8), "Dragoon" (epoch 10), "Elite Mameluke" (epoch 6, Babylonian). Thanks for the report to player "kryso00".
As example unit you can check:
EE2X_db_155.zip\EE2X_db\Units\light_mounted1_15.ddf
Code: Select all
// elite version. 05.05.2020, modified by Dr.MonaLisa to add a fix for missing attack sound: https://forum.ee2.eu/viewtopic.php?f=10&t=5343
UnitModel LightMounted1_06e
{
Parent = LightMounted1_06v
States = [
{ StateName = Attack1 AnimName = sh_horse_archer_e_attack01.kf
TextKeys = [ { Name = PLAY_SOUND Data = fx_bow_shoot_high KeyTime = 2.34}
{ Name = HIDE_NODE Data = arrow KeyTime = 0 }
{ Name = SHOW_NODE Data = arrow KeyTime = 0.4 }
{ Name = HIDE_NODE Data = arrow KeyTime = 2.34 }]
}
]
}
And a better example:
viewtopic.php?p=25640#p25640
- Added a new stone throw sound for the missing attack audio of Bola Throwers (Inca's unique unit, epochs 1-5).
For example: EE2X_db_155.zip\EE2X_db\Units\UniqueUnit_Inca_15.ddf
Under: "UnitModel UniqueUnitInca1"
Code: Select all
{ StateName = Attack1 AnimName = CIV1_BolaThrower_Incan_attack01.KF
TextKeys = [
{ Name = PLAY_SOUND Data = fx_stone_thrower1 KeyTime = 2.1 }
]
}
fx_stone_thrower1 is defined in files: "EE2X_db_155.zip\EE2X_db\Audio\dbsoun5.csv" and "EE2X_db_155.zip\EE2X_db\Audio\dbsoun6.csv".
(dbsoun6 is for "Disabled 1.5 units switch)
Code: Select all
fx_stone_thrower1,stone_thrower_15_01.mp3,1.0,0,6,0,1,1
And finally, the "stone_thrower_15_01.mp3" is in: zips\db_150.zip\Sounds\Effects\stone_thrower_15_01.mp3.
Note that mp3s inside db_150.zip are read by both: EE2 and AOS, so don't search for it inside zips_ee2x.