Chris wrote:You can put any lines you want onto the map. Coastlines.dat contains the edges of all the world continents and is rendered as thick lines, and International.dat contains all the political boundaries that mark the edges of countries, and are rendered as thin lines. They aren't used for anything other than visual appearence. So you could modify those files to include detailed vector drawings of whatever airbases you wanted.
Regarding sounds slowing down, you can also control this. The file sounds.txt completely controls the way audio is played. It contains the rules that slow down the music when your population dies. Here is an excert from sounds.txt:
Code: Select all
OBJECT Music
EVENT StartMusic
SOUNDNAME music
SOURCETYPE 1
POSITIONTYPE 4
INSTANCETYPE 0
LOOPTYPE 2
MINDISTANCE 100.00
VOLUME PARAMETER TypeLinked 100.00 8.00 0.00 9.52 0.80 Team_Survivors UpdateConstantly
FREQUENCY PARAMETER TypeLinked 0.00 0.30 99.60 1.00 0.85 Team_Survivors UpdateConstantly
ATTACK PARAMETER TypeFixedValue 5.03 UpdateConstantly
SUSTAIN PARAMETER TypeFixedValue -3.87 UpdateConstantly
RELEASE PARAMETER TypeFixedValue 19.74 UpdateConstantly
END
END
What this basically means is that Volume and Frequency are linked to "Team_Survivors". The frequency is lowered and the volume is raised (because lower frequency sounds need a volume boost to still be audible).
I cant remember exactly what each number means off the top of my head, but roughly speaking it means:
Team_Survivors at 0.00 (everyone dead) : playback frequency is 0.3
Team_Survivors at 99.6 (everyone alive) : playbacl frequency is 1.0
The 0.85 on the end is a smoothing factor that means it doesnt change frequency too quickly.
You can fiddle with all this to create whatever effect you want.
If there's enough call for it i'll release the sound editor that we use, that actually produces this sounds.txt file and lets you alter all the audio events visually.