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Author SHA1 Message Date
user1 346bd50c8c Do not show message box in lobby for an empty message with no sender.
Reviewed By: wraitii
Trac Tickets: #5348

Differential Revision: https://code.wildfiregames.com/D3354
This was SVN commit r24609.
2021-01-14 19:12:12 +00:00
Freagarach 86ddf09640 [Gameplay A24] - Drastically change artillery attacks.
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.
2021-01-14 16:18:26 +00:00
Freagarach c2f5ddfc68 Fix wrong variable usage in UnitActions.js.
Introduced in 32583008a0. Experienced by @wraitii.

Differential revision: D3359
Reviewed by: @wraitii
This was SVN commit r24607.
2021-01-14 12:29:26 +00:00
Freagarach 0c673522b6 [Gameplay A24] - Adjust some siege engine stats.
- 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.
2021-01-14 12:27:05 +00:00
Freagarach 837a9dfac5 [Gameplay A24] - Move shared vision / dropsites to CC.
Since they are conceptually more policical techs than commercial.

Patch by: @Nescio
Differential revision: D3321
Reviewed by: @borg-
This was SVN commit r24605.
2021-01-14 12:17:46 +00:00
Freagarach 9a3da390b9 [Gameplay A24] - Seperate forge armour techs.
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.
2021-01-14 12:14:03 +00:00
Stan e3b2cc61c1 Use the same background for the techs.
This was SVN commit r24603.
2021-01-14 12:11:17 +00:00
Stan 3886776a04 Fix some icons as per Nescio's comment on 0138039a67
Refs: https://code.wildfiregames.com/D1779 14a8ec3b20

This was SVN commit r24602.
2021-01-14 11:09:08 +00:00
s0600204 b594266008 Use correct hotkey in tooltip of Reference Suite's Close Buttons
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.
2021-01-14 01:48:21 +00:00
vladislavbelov 5b626246ae Removes remaining after 6f3b4b31fd shadow calculations in water models.
This was SVN commit r24600.
2021-01-13 23:31:37 +00:00
vladislavbelov a9c27b412b Removes CPU lighting after no FFP
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D3346
This was SVN commit r24599.
2021-01-13 21:03:55 +00:00
vladislavbelov 6f3b4b31fd Removes GLSL shaders code duplication for fog and shadows
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D3340
This was SVN commit r24598.
2021-01-13 20:44:27 +00:00
Stan f06733f305 [gameplay A24] Enable gaul assembly
Refs: https://code.wildfiregames.com/D3320

Patch by: @Nescio
Reviewed by: @borg-
Differential Revision: https://code.wildfiregames.com/D3344
This was SVN commit r24597.
2021-01-13 15:59:58 +00:00
wraitii 847793ee7f Do not count formation members as 'idle' if the controller is not.
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.
2021-01-13 15:27:18 +00:00
wraitii 6ed6dcdfd9 Fix xmlvalidator following a4852c4c01
The xmlValidator complained about GUI pages.
ff924aaffc missed that script.

Fixes #5912

Differential Revision: https://code.wildfiregames.com/D3349
This was SVN commit r24594.
2021-01-13 10:33:01 +00:00
wraitii 65772447f7 Fix shadows-on-water option.
Fixes 26f7a3df96 & 8a1b3d6769.
Use watershadows instead of shadowsonwater for coherence.

Reviewed By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3348
This was SVN commit r24593.
2021-01-13 10:04:25 +00:00
Stan 9bfdc46aa3 Fix issue with duplicate tags. Perl script doesn't like it.
This was SVN commit r24592.
2021-01-13 09:15:02 +00:00
Freagarach ae5e10b956 Fix typo in e8d99aedee after rebasing.
Spotted by @Angen.

This was SVN commit r24591.
2021-01-13 09:01:45 +00:00
Freagarach 5bd78d774d [Gameplay A24] - Alter ptol structure bonus.
Remove free structures but reduce their wood cost.

Patch by: @Nescio
Differential revision: D3329
Reviewed by: @borg-
This was SVN commit r24590.
2021-01-13 07:00:55 +00:00
Freagarach e8d99aedee [Gameplay A24] - Change nisean_horses technology.
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.
2021-01-13 06:54:21 +00:00
Freagarach fd904dd635 [Gameplay A24] - Add new Gaul civ bonus.
Giving their cavalry +10% melee attack damage.

Patch by: @Nescio
Differential revision: D3328
Reviewed by: @borg-
This was SVN commit r24588.
2021-01-13 06:40:40 +00:00
Stan 0138039a67 Add some new technologies icons and update some others from Delenda Est
This was SVN commit r24587.
2021-01-13 02:36:14 +00:00
Stan 90bdbc9470 Add a unused gaul carnyx player actor for https://code.wildfiregames.com/D3320
This was SVN commit r24586.
2021-01-13 01:48:23 +00:00
Stan b7443e5508 Improved sounds by @Samulis.
Refs: #5856 https://code.wildfiregames.com/D3113

This was SVN commit r24585.
2021-01-13 01:40:13 +00:00
Stan 401d76e1c0 Improved sling impact sounds by @Samulis.
Rename to match conventions, set piority to 80 as per the wiki.

Refs: #5856 https://code.wildfiregames.com/D3113

This was SVN commit r24584.
2021-01-13 01:39:50 +00:00
Stan 501ce20226 Improved shield impact sounds by @Samulis.
Rename to match conventions, set piority to 80 as per the wiki.

Refs: #5856 https://code.wildfiregames.com/D3113

This was SVN commit r24583.
2021-01-13 01:31:58 +00:00
Stan 882459ebc3 Improved arrow impact sounds by @Samulis.
Rename to match conventions, set piority to 80 as per the wiki.

Refs: #5856 https://code.wildfiregames.com/D3113

This was SVN commit r24582.
2021-01-13 01:21:43 +00:00
Stan 2f32b68f1a Fix priorities according to https://trac.wildfiregames.com/wiki/SoundGroup
This was SVN commit r24581.
2021-01-13 00:53:38 +00:00
Stan e5339a66c6 Improved construction sounds by @Samulis
While at it fix the priority following
https://trac.wildfiregames.com/wiki/SoundGroup

Refs: https://github.com/0ADMods/SoundsMod/pull/2

This was SVN commit r24580.
2021-01-13 00:48:44 +00:00
Stan 735c8918af Improved gather meat sounds
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.
2021-01-13 00:06:03 +00:00
Stan 0f1ba33750 Improved lumbering sounds by @Samulis
Refs: https://github.com/0ADMods/SoundsMod/pull/2

This was SVN commit r24578.
2021-01-12 23:55:15 +00:00
vladislavbelov e5cbd3decd Removes unused GL texture properties after removed FFP.
This was SVN commit r24577.
2021-01-12 23:18:29 +00:00
vladislavbelov f1a3b446f7 Removes the unused terrain rendering function after removed FFP.
This was SVN commit r24576.
2021-01-12 23:14:08 +00:00
Stan 2556fb9ba9 Use the correct sound for healer creation
Patch by: @lion.kanzen
This was SVN commit r24575.
2021-01-12 23:08:22 +00:00
Stan 5093182c4e Improved foraging leaves sound (when gathering fruit). Actually enable the sound. Fix naming.
Patch by: @Samulis
This was SVN commit r24574.
2021-01-12 23:02:57 +00:00
Stan 01c10bf74d New selection sound for the library by @lionkanzen
This was SVN commit r24573.
2021-01-12 22:47:05 +00:00
Stan f44c16462b Improved archery sounds by @samulis
Refs: ​https://github.com/0ADMods/SoundsMod/pull/2

This was SVN commit r24572.
2021-01-12 22:42:14 +00:00
Stan 3a1dbf315e Improved javelin attack sounds by @Samulis
Refs: https://github.com/0ADMods/SoundsMod/pull/2

This was SVN commit r24571.
2021-01-12 22:33:07 +00:00
Stan 9dbf1554f4 Improved pike attack sounds by @Samulis
Refs: https://github.com/0ADMods/SoundsMod/pull/2

This was SVN commit r24570.
2021-01-12 22:32:18 +00:00
Stan f96c3a24a9 Improved spear attack sounds by @Samulis
Refs: https://github.com/0ADMods/SoundsMod/pull/2

This was SVN commit r24569.
2021-01-12 22:29:56 +00:00
Stan 7bf454398c Improved sword attack sounds by @Samulis
Refs: https://github.com/0ADMods/SoundsMod/pull/2

This was SVN commit r24568.
2021-01-12 22:28:27 +00:00
Angen 3273ff13bf [gameplay] 10% loot for support units and ranged slinger
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.
2021-01-12 19:30:30 +00:00
Freagarach a0288b9c9b Rename Gaul Theater to Assembly.
Its function is different. Meaningful values remain unchanged.

Patch by: @Nescio
Differential revision: D3331
This was SVN commit r24566.
2021-01-12 19:25:35 +00:00
Imarok a3eccc043d Hint the location for "You have been attacked" notifications
Icon edited by Stan.
Fixes: #5132
Differential Revision: https://code.wildfiregames.com/D1461
This was SVN commit r24565.
2021-01-12 19:13:16 +00:00
Freagarach 1449ddf439 Correct technology tooltips and formatting.
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.
2021-01-12 18:52:12 +00:00
wraitii 7460d0e56e Revert dad2857538 / Keep track of serialized objects using a GCHashTable
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.
2021-01-12 18:43:45 +00:00
wraitii 511fe22a83 Add a map to test some 'dancing' evasion behaviour.
Test some cases of projectile evasion using:
- Manual dancing
- Patrol dancing
- 'Square' dancing.
- 'Zigzag' dancing.

Differential Revision: https://code.wildfiregames.com/D3325
This was SVN commit r24562.
2021-01-12 18:03:20 +00:00
wraitii 78764926f8 Fix 9fc6c3c897 - Set entity/template before deserializing.
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.
2021-01-12 16:15:40 +00:00
Angen a3c810b5eb Remove U+FEFF character from kush elephant_stables and athen wonder
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.
2021-01-12 15:17:07 +00:00
Freagarach 71f9e2a30b Regroup special technologies.
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.
2021-01-12 14:50:24 +00:00