What this meant is that you could use rules.ini to make an anti-infantry submarine that launched dogs, if you so desired. Or a dog artillery. Or a dog man that used his dog gun to shoot dogs at men.
What this meant is that you could use rules.ini to make an anti-infantry submarine that launched dogs, if you so desired. Or a dog artillery. Or a dog man that used his dog gun to shoot dogs at men.
the hacker had changed his infantry so they were very cheap, and fired different weapons. he planned to win by building a barracks and spamming out his super soldiers. but there's one thing he hadn't counted on: dogs.
not only did they have the dog projectile behaviour, but infantry also had a behaviour where they had a few seconds when emerging from a barracks where they had a running animation, we're targets, but couldn't fire.
by spamming dogs, and sitting one directly outside each barracks he built, I effectively plugged each inflow of super soldier, as the dog would turn into a projectile and instantly kill all emerging infantry.
good times. and that was a particularly satisfying rage quit...
Perhaps instead all calculations are performed on one client, and the full game state is transfered to the rest, perhaps with some sort of delta encoding? That seems like a fairly high bandwidth approach for the 90s, but I suppose it depends on how clever they were with the state representations.
Explicitly sharing one client's rules.ini would of course be a reasonable hypothesis. Maybe there was a good reason for that during development, perhaps so that gameplay designers could quickly iterate without having to copy files back and forth with coworkers?
Should be quite easy to test in a multiplayer game.