Artillery is not that effective in 0 A.D., partly because their damage
per second is unimpressive (especially compared to rams or war
elephants), partly because of their splash damage.
Splash damage was added in f72d820cd4 (nearly eight years ago). The
values have changed multiple times, as has the exact calculation (see
simulation/components/Attack.js). While it's quite interesting in
theory, in practice it's not that effective. @fatherbushido explained
how it works on the forums. It's important to understand the actual
splash damage depends on the distance to the centre of entities, in
contrast to ordinary attacks, which do full damage when they hit the
footprint (edge).
Splash damage has some serious problems:
- It may have no effect vs entities with footprints longer than the
splash radius, such as many (most?) structures and warships.
- The AI does not take it into account.
- It's anachronistic: exploding shells did not exist yet in 0 A.D.'s
timeframe. Missiles were rigid objections, and even the very largest
projectiles were well under a metre in diameter.
This patch therefore removes splash damage from artillery (except bolt
shooters).
Fireships and fireraisers now deal fire damage instead of a combination
of other damage types.
Basically, stone throwers are good against large unit masses and
structures only, while bolt shooters are unit killers.
Artillery and bolt towers no longer get additional projectiles from
garrisoned units.
Roman artillery does not get a larger range but keeps the increased
damage.
Patch by: @Nescio
Differential revision: D2494
Reviewed by: @borg-, @wraitii
Comments by: @Angen, @Stan
This was SVN commit r24608.
- Changes footprints to better match their visuals.
- Lowers ram cost to compensate for ther reduced effectiveness (against
units).
- Loot = 20% cost.
- Change experience loot to relate to health.
- Give Kush ram +2 garrison capacity and +20 attack damage since it is
the same actor as the Persian ram.
- Adjust fireraiser template.
Patch by: @Nescio
Differential revision: D3345
Reviewed by: @borg-
This was SVN commit r24606.
Since they are conceptually more policical techs than commercial.
Patch by: @Nescio
Differential revision: D3321
Reviewed by: @borg-
This was SVN commit r24605.
This separates the pierce and hack damage resistance techs but lets them
apply to all soldiers (including elephants).
Patch by: @borg-
Differential revision: D3287
Reviewed by: @Nescio, @wraitii
This was SVN commit r24604.
The various pages of the Reference Suite (`structree`, `civinfo`,
`viewer`) all
use the same `CloseButton` object, and the same hotkey to close each
page.
The hotkey that is listened for is the one assigned to `cancel`, however
the
tooltip was attempting to display the hotkey assigned to `close` (which
doesn't
actually exist).
This was SVN commit r24601.
This made citizen workers show up in the 'idle worker' GUI button when
e.g. formation-patrolling between two points (since 6778fc4ea6 / D2913)
Co-written with: Freagarach
Differential Revision: https://code.wildfiregames.com/D3335
This was SVN commit r24596.
Nisean war horses were reserved for the heaviest shock cavalry (i.e.
champion spearmen in 0 A.D.).
- Limit to Champion Cavalry Spearmen.
- Increase training time by 10%.
- Food cost raised to 400.
- Made the "Horse Breeding" technology a requirement.
Original patch by: @borg-
Taken over by: @Nescio
Reviewed by: @borg-
Comments by: @Feldfeld, @Palaxin, @ValihrAnt
This was SVN commit r24589.
Fix an incorrectly named variant,
Enable gather meat sounds
Replace the sword attack sound by a knife attack sound
Patch by: @Samulis
This was SVN commit r24579.
Change loot for support units and citizen soldiers following champion
loot pattern from 84a3f36537
10% loot is present for other citizen soldiers so this makes quite sense
for support units as well
last rebalance done in 94791c53c6
Differential revision: D3327
Comments by: Nescio, borg-
This was SVN commit r24567.
Also puts resources on a new line and purges entries with `0`.
Moves the Immortal class visible since it is used by a technology (and
thus should be known to a player).
Patch by: @Nescio
Differential revision: D3338
This was SVN commit r24564.
This reverts dad2857538. That diff had two issues:
- It modifies the JS objects, which means subsequent serialization in
quicksave are 'dirty'.
- It doesn't work with non-extensible objects. That's rather annoying,
and has already caused problems.
It also revert f0faab7a42, which was necessary because of the second
issue.
Fixes#5908
Differential Revision: https://code.wildfiregames.com/D3336
This was SVN commit r24563.
Following 9fc6c3c897, components Deserialize() was called before
entity/template were set, which is incorrect.
Refs #4698.
Differential Revision: https://code.wildfiregames.com/D3337
This was SVN commit r24561.
This character is invisible in templates, but pyrogenesis does not know
how to render it, so it renders missing character, which looks bad.
Thanks @s0600204 for grep investigation.
Reviewed by: @Nescio
Differential revision: D3323
This was SVN commit r24560.
Some techs are shared between multiple civs and having them in a folder
that is named differently (successors/hellenes) can be confusing.
This patch deprecates the subfolders and moves all techs in the main
folder.
(Also did svn propset on *.json to not have to do it for every changed
template.)
Patch by: @Nescio
Differential revision: D888
Comment by: @fatherbushido
This was SVN commit r24558.