-
Updated
Apr 28, 2022 - Java
rts
A sub-genre of strategy video games in which the game does not progress incrementally in turns. This is distinguished from turn-based strategy (TBS), in which all players take turns when playing.
Here are 208 public repositories matching this topic...
-
Updated
Apr 30, 2022 - C#
-
Updated
Mar 27, 2022 - C++
-
Updated
May 13, 2021 - C
-
Updated
Apr 21, 2022 - C#
-
Updated
Jan 14, 2022 - C#
-
Updated
Apr 27, 2022 - C++
-
Updated
May 2, 2021 - Pascal
-
Updated
Mar 23, 2022 - C++
-
Updated
Apr 20, 2022
-
Updated
Sep 26, 2021 - Go
-
Updated
Sep 28, 2020 - C++
-
Updated
Apr 19, 2022 - TypeScript
-
Updated
Jul 6, 2020 - C++
Not sure if this is a regression or just something I hadn't noticed before, but there seem to be two 1 pixel tall gaps in the DOS mode sidebar, above the power meter and the cameo strips.
Promo image and I assume also what it looks like in the DOS version
-
Updated
May 30, 2021 - Rust
-
Updated
Aug 3, 2021 - C++
Issue #923 Asked for ANY_CREATURE, GOOD_CREATURE and EVIL_CREATURE, but only ANY_CREATURE was delivered.
So it would be good if the other two could work too, in script commands like CHANGE_CREATURE_OWNER or USE_POWER_ON_CREATURE.
Example:
IF(PLAYER0,GOOD_CREATURES > 20)
NEXT_COMMAND_REUSABLE
CHANGE_CREATURE_OWNER(PLAYER0,GOOD_CREATURE,ON_ENEMY_GROUND,PLAYER_GOOD)
ENDIF
-
Updated
Apr 22, 2022 - C#
-
Updated
Apr 28, 2022 - C++
-
Updated
Mar 7, 2022 - HTML
Good first issue because no Unity-specific programming is involved.
Our unit config files allow a c-style #include directive, which lets us break them up into small reusable pieces. Example:
{
#include "DefaultMobility",
#include "DefaultHeloArmor",
"LabelIcon": "D",
"CategoryKey": "HEL",
"Name": "AH64D Apache",
"Price": 20,
}
ConfigReader.cs has s
-
Updated
Jan 19, 2022 - Pascal
Currently, they are stored in a comma-separated string list inside the
config
file, but this doesn't properly handle a number of edge cases.