Hello everyone! This is a progress report for the new UserPatch. The update will be UserPatch v1.5 and it is now feature complete and locked. Private testing and optimization are underway and public testing is expected to begin in a few weeks.
Highlights for UserPatch v1.5 include
- fixes for patrol behavior (click back and collapse) and group movement
- fixes for score and statistics issues caused by lost transport ships
- reduced repair distance for non-moving objects (except for scenario games)
- new low-delay multiplayer (closer to single player for low ping games)
- new network abstraction system (only host needs to forward ports, no P2P)
- new AI capabilities for precision micro, wall construction, and communication
- new custom real world maps and tournament "random" maps
- new RMS capabilities to enable extended game modes and victory conditions
- new scenario triggers, including Teleport, Civilization, and Random Percent
- new dynamic random map and scenario modding capabilities
- new direct messaging commands for in-game chat and direct AI taunts
- new Medium and High starting resources for Regicide and Death Match
- new self+team and enemy technology effects for use with a.g.e.
- new per-civ custom m3u music playlists for both the core game and expansions
- new touch screen control capabilities
- new environment effects including animated water rendering
- the double-negative id scenario trick will now work despite a bug fix
- improved scenario editor stability and map copy behavior
- improved multiplayer starting framerate (first ~30 seconds)
- improved mouse refresh rate for multiplayer games
- improved rec replay speed and built-in unit spy with dark fog
- additional fixes and features across the game
http://userpatch.aiscripters.net/update.txt
Highlights for UserPatch v1.5 include
- fixes for patrol behavior (click back and collapse) and group movement
- fixes for score and statistics issues caused by lost transport ships
- reduced repair distance for non-moving objects (except for scenario games)
- new low-delay multiplayer (closer to single player for low ping games)
- new network abstraction system (only host needs to forward ports, no P2P)
- new AI capabilities for precision micro, wall construction, and communication
- new custom real world maps and tournament "random" maps
- new RMS capabilities to enable extended game modes and victory conditions
- new scenario triggers, including Teleport, Civilization, and Random Percent
- new dynamic random map and scenario modding capabilities
- new direct messaging commands for in-game chat and direct AI taunts
- new Medium and High starting resources for Regicide and Death Match
- new self+team and enemy technology effects for use with a.g.e.
- new per-civ custom m3u music playlists for both the core game and expansions
- new touch screen control capabilities
- new environment effects including animated water rendering
- the double-negative id scenario trick will now work despite a bug fix
- improved scenario editor stability and map copy behavior
- improved multiplayer starting framerate (first ~30 seconds)
- improved mouse refresh rate for multiplayer games
- improved rec replay speed and built-in unit spy with dark fog
- additional fixes and features across the game