Revision 68 - 26/07/10
> Team Colours
Team colours are now set to multiwinia defaults, and can be overridden in the mission file. Now works for both sprites and models.
Teams can have their colours changed mid-mission by using the SetTeamColour <id> <red> <green> <blue> script command.
Team colours can be edited in the new Edit Team section of the built-in editor.
> Team Alliances
Team alliances default to all hostile, except teams 0/2 who are allied. These can be overridden in the mission file.
Team alliances can be edited in the new Edit Team section of the built-in editor.
Teams can alter their allegiances mid-mission using the SetAlliance <id1> <id2> <allied?> script command.
> Team Flags
The start of a miscellaneous effect section. Flags are set per team in the mission file. By default, team 0 has PlayerSpawnTeam, all other flags are unset on all teams.
>> PlayerSpawnTeam - Team 2 (player) incubators will spawn darwinians on the team with this set. Only one team can have this set at a time.
>> Eggwinians - Eggs belonging to this team spawn darwinians instead of virii. Compliant with PlayerSpawnTeam for team 2 eggs.
>> SoulHarvest - Darwinians on this team will collect spirits and return them to incubators, spawnpoints (with SpawnPointIncubation) and/or eggs (with Eggwinians).
>> SpawnPointIncubation - Engineers (and Darwinians if SoulHarvest is set) will take souls to spawnpoints as well as incubators
>> PatternCorruption - All darwinians on this team are spawned with the corrupted flag set.
>> EvilTreeSpawnTeam - Used by evil trees
>> Soulless - All darwinians on this team are spawned soulless
Team flags can be edited in the new Edit Team section of the built-in editor.
Flags can be changed mid-mission using the ChangeFlag <id> <flag> <set?> script command.
All hardcoding of the above has been removed. The game now loads /data/levels/defaults.txt or /mod/levels/defaults.txt to set the default values, before loading the mission specific ones. You can either edit the defaults file by hand, or make a mission, edit them in the editor and then copy the three sections over from the mission file to the defaults file.
> Editor Tweaks
Instant Unit and Building editor now expands the team selection buttons to fit the number of teams defined by the game, rather than just 0-2.
New Edit Teams section to edit the colours, alliance and flags.
> Magic Trees + Evil Trees
Multiwinia spirit-spawning tree functionality added.
Also evil trees which eat nearby darwinians. If a team has EvilTreeSpawnTeam set, they spawn soulless darwinians on that team, otherwise they spawn ghosts.
> Team Coloured Virii
Virii now properly show in team colours, instead of always having a red glow no matter what colour the sprite is. They also now render for all teams.
> Corrupted Darwinians
Incubators now accept an additional argument, which if positive sets it as damaged. It will flicker like a damaged building, and 25% of its spawned darwinians (on all teams) will be corrupted.
Darwinians which are corrupted use the ouch bitmaps from multiwinia (darwinians with pieces missing) and flicker between colours.
See also the PatternCorruption flag, which causes all Darwinians on a team to be spawned as corrupted.
> Avatar Changes
Added the ChangeAvatar <basename> scripting function. Basename is the filename without the number ('sepulveda' in the original). All images are loaded from /data/sepulveda/ or /mod/sepulveda/ and must be numbered sequentially starting at 1. There is no limit on the images loaded, it keeps going until the next file in the sequence isn't found.
> Entity Behavioural Changes
- Darwinians no longer follow orders from enemy officers
- Team 2 darwinians can no longer be selected as though they were directly controllable
- Engineers will only use an allied incubator if there are no own-team ones present. (Team 2 treat PlayerSpawnTeam incubators as own-team)
- Engineers no longer capture friendly control towers
> Spiders are now player controllable units
Left click to move, right click to pounce (attack). Pouncing spiders will move into range if they are too far away to jump immediately.
Once you have Spider research, you can deploy spiders as a task near any friendly trunk port
> Subversion Beam added
Converts darwinians to the firing team.
Keyed to the Controller research topic. Increasing the level increases the range, on par with the laser.
The ratio of subversion beams to lasers in newly spawned darwinians is equal to the ratio of your subversion research level to your laser research level.
> Added ControlStation
Taken from multiwinia, this is a ControlTower that is manned by darwinians instead of being reprogrammed by an engineer.
Now correctly activates linked buildings and has a flashing light once owned.
> Team Based Research
All research items are now stored per-team instead of as a single global research set. This means individual teams abilities can be tailored by specifying their technology in the game files.
- This is not yet complete. There is likely a lot of code that assumes we are looking at team 2's research. This will need to be tracked down and fixed appropriately.
- Any teams engineers can now capture research items and they will be applied to the capturing team, not automatically to team 2.
- Engineers from friendly teams cooperate on research - once captured, all teams friendly to the capturer gain the research
- Hostile engineers will reset each others progress
- A team with PlayerSpawnTeam set will use the higher of their own or the players research when checking for their capabilities
> Task Upgrades
You can now deploy off friendly buildings, not just those you actually own.
Upgraded to allow you to control any friendly dish, not just those you actually own.
> Added Snow Box
New entity. Adding one to a level causes the game to render snow effects.
> Incubators / SpawnPoints
Added a new flag to Incubators: TeamSpawner. If set, they spawn darwinians randomly off any team allied to the owner.
The same functionality is available to SpawnPoints by using a SpawnPointRandom instead.
> Added ResearchCrate
Behaves like a ResearchItem but is controlled by darwinians instead of being captured by an engineer.
Will blink to your team colour when being researched, faster as you get close to unlocking it.
> Team Based Spam (from Major Cooke)
Spam now works based on its team. It attacks teams not allied with it, and generates units on its own team.
Comments, suggestions etc always welcome. If anyone wants a copy to play with, I'll see about making an executable available for download