Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Jan 19, 2023 11:38 pm Post subject:
Kratos Lite v0.40 is now ready to rock!
Subject description: "The remake uses the unit as the function of BaseNormal, reducing lag and no type restrictions." -??
Hello everyone! The crew from Kratos has recently released Kratos Lite v0.40. Kratos is a Chinese solution that extends the modding features from Red Alert 2: Yuri's Revenge with Ares and YR Dynamic Patcher. The changes from Kratos Lite v0.40 were announced here in Chinese. The best we can offer is a mix of Google Translator and a translation previously provided by kenosis, the "Kratos major tester"... and feature designer, as heclaims. Note, however, that the things that don't make any sense are Google Translator's job.
Quote:
Change Log
Version 0.40
BaseNormal on units is remade, causes much less lag, and can be used on aircraft types.
Optimized show adjacent. The lag is reduced.
Optimized CheckVersus to make it fit Ares's custom armor logic.
Expanded Info module, more options are now available.
Expanded Watch module, you can now use AE stack as triggers to add/remove AEs.
Clear target, experience, forced mission, and other warhead effects will now check owner and versus.
Version 0.39
Added AttachChances sub flag to define a successfully attach chance for each AE. 100% as default. Affects all kinds of AE attaching methods: by the warhead, broadcast, revenge, gift box, etc. This does not apply to AEs that come with units\ passenger AE.
Use Revenge.Chance (100% by default) to define a launch weapon chance for revenge AEs.
Revenge.WeaponIndex=-1 allows you to determine which weapons from the unit will be used in Revenge.
AffectShooter defines if a warhead can attach AE to its launcher (def=yes)
ExpCost and ExpLevel are added to Warheads, which can directly modify experience and veterancy for units hit. Can use the negative experience to reduce veterancy.
In the information display module, you can set Info.XX.Watch to AEs.
Mission and Target were added to the information display module. These two types are the state information of the unit itself, so there is no need to set Watch.
ProximityRange now can use decimals.
AI is forbidden to use Fighter.AreaGuard
After issuing a return to base order, aircraft with
Fighter.AreaGuard=yes will not circle around the airbase.
The death animation module now supports AffectWho.
AE that uses AffectWho=STAND will now be removed immediately after taking effect.
Blackhole can no longer catch itself.
Fixed a problem that units affected by blackholes and pumps will pass bridges
Fixed a bug that SelectWeaponUseRange will always select the weapon with a greater range.
Fixed a bug that AE cannot be attached by warhead if AttachOnceInTechnoType on the AE is set to yes.
Fixed AttachOnceInTechnoType failures on units.
Fixed a problem where the unit dies after loading a file, and the Watch set to AE does not display any information.
Fixed a problem where DestroySelf cannot be given to the unit.
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! Last edited by Banshee on Fri Jan 20, 2023 4:50 am; edited 2 times in total QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Fri Jan 20, 2023 3:33 am Post subject:
BaseNormal is remade, less lag, no type limit, can use on Aircraft and jumpjet vehicle
Optimized show adjacent, less lag
Optimized CheckVersus to make it fit Ares custom armor logic
Expanded Info module, more options available.
Expanded Watch module, you can now use AE stack as triggers to add/remove AEs
Clear target, experience, forced mission and other warhead effects will now check owner and versus _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? QUICK_EDIT
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