Removes the manual hotkey tooltips from summary and gamesetup in favor
of the general one.
Based on patch By: ffffffff
Reviewed By: Freagarach
Comments By: elexis, Stan
Differential Revision: D1264
This was SVN commit r25872.
This allows a player to task entities to drop off their resources and
subsequently attack-move to a specified location with one button.
Patch by: @JCWasmx86
Icon by: @Stan
Differential revision: https://code.wildfiregames.com/D4149Fixes: #1364
Comments by: @Langbart
Based on a patch by: @Freagarach (https://code.wildfiregames.com/D1868)
This was SVN commit r25868.
Background pause does require a game restart to take effect.
Adding function to update it on runtime since only place where it is
used is in main.cpp.
Differential revision: D4181
Fixes: #6236
Tested by: @Langbart
This was SVN commit r25866.
Metadata are stored in an object {} making check for key in the object
irrelevant, since not existing key will result in returning undefined
value.
On top of that, merging metadata existance if condition into returning
statement.
Differential revision: D4195
Reviewed by: @Freagarach
This was SVN commit r25862.
Differential revision: D4209
Since some revision wraitii will probbaly know, I am not going to look
for it, guiobjects require exact data type so casting does not work when
it is not done beforehand.
Error reported by Stan.
Now installing pyromod should not trigger errors.
This was SVN commit r25849.
Introduced in c87229aa48, FindWalkAndFightTargets returns after the
first UnitAI finds a target, instead of also querying the rest of the
members.
Differential revision: https://code.wildfiregames.com/D4208
Comments by: @Stan, @wraitii
Fixes: #6260
This was SVN commit r25847.
Attack orders can be and looks like are pushed in front of formationwalk
order.
That is generally also logic in single entity behaviour.
In case formation gets destroyed and then target dies, attacker is
supposed to stop attacking target immediately.
That essentially leads to getting to old formationwalk command, what was
not issue for packable units until 674cdae166, that introduced
formationcompoennt into the order.
Hovewer abandoning this order without being in formation makes more
sense. Probably this one and FormationLeave should be FORMATIONMEMBER
specific commands and error out in INDIVIDUAL state, but thats too much
refactoring and potential rabbit hole.
Differential revision: D4206
Reviewed by: @wraitii
Accepted by: @asterix
Fixes: #6263
This was SVN commit r25845.
Since 3d7af82328 PetraAI constructed many ships (and cavalry) because
they have the "Ranged" class and we didn't check for "Infantry" anymore
when training workers.
Basically a patch by: @Angen
Differential revision: https://code.wildfiregames.com/D4193
Reviewed by: @Angen
Refs. #6250 by fixing the ships case.
Fixes the concern on 3d7af82328.
This was SVN commit r25828.
PetraAI can't cope with that and it may be a suprise for other players
as well, when a captures production entity has autoqueue enabled.
Differential revision: https://code.wildfiregames.com/D4185
Refs: #6213
This was SVN commit r25819.
Fix map not generating with nubia and steppe biomes (Missing farmsteads
and mercenaries)
Fix an oak being placed no matter the biome and use a biome tree instead
Use the goat instead of a sheep for the alpine biome.
Refs: 4de9c4c164, #6180
This was SVN commit r25816.
I had used a debug image which I left in and which looks broken.
Removing it defaults to the normal 'missing preview' 0 A.D. image which
looks more correct.
Differential Revision: https://code.wildfiregames.com/D4172
This was SVN commit r25801.
Settings like Landscape, Daytime & team placement are map dependent. If
"random" map is chosen, we first must select the map before selecting
these.
This wasn't done correctly and so starting "random" map that picked e.g.
Unknown could fail.
Biomes were already correctly handled.
Reported by: langbart
Fixes#6227
Differential Revision: https://code.wildfiregames.com/D4173
This was SVN commit r25800.
e0800bc092 introduced a `repairable` toggle, but did not mirage that
function, meaning one could not repair an allied miraged structure.
Reported by: Langbart
Patch by: Freagarach
Refs #6226
Differential Revision: https://code.wildfiregames.com/D4171
This was SVN commit r25799.
Prevents overflow in some translations, and aligns it better with the
tip image.
Patch by: Langbart
Fixes#4754
Differential Revision: https://code.wildfiregames.com/D4167
This was SVN commit r25793.
Updates the map previews of all the Best for MP maps & Empire
This removes the fancy mainland biome switch because it was the only map
to do that and we lack the tools to automate it.
Differential Revision: https://code.wildfiregames.com/D4159
This was SVN commit r25789.
- Actually win at the end, thus advancing the campaign
- Count rams properly
- Show the ready button for the city-phase when cheating.
Reported by: langbart
Fixes#6188
Differential Revision: https://code.wildfiregames.com/D4161
This was SVN commit r25788.
Too similar to either Nearestern Badlands or Mainland.
It seems better to remove it from the filter for this release.
Differential Revision: https://code.wildfiregames.com/D4160
This was SVN commit r25787.
Link to the forums instead of solely the known issues. We have an FAQ
button already, and there are fewer known issues than in the past.
Remove the bit about formations, which isn't really relevant anymore,
and instead add a request for contributions.
Differential Revision: https://code.wildfiregames.com/D4156
This was SVN commit r25785.
The pathfinders are not aware about turn time, and pathing becomes quite
poor with such low turn rates, leading to units that take much longer to
move than they used to.
Until the pathfinders are updated, we should refrain from using very low
turn rates on actual units.
Refs #6142
Differential Revision: https://code.wildfiregames.com/D4163
This was SVN commit r25784.