Spawn a random hero at gamestart and defeat the player if the hero dies.
Consider nomad maps where units spawn without buildings or start on a
ship.
Correct a comment for TriggerHelper.SpawnUnits.
Make shuffleArray available to GUI and simulation and use it to
randomize heroes.
This was SVN commit r18544.
Add comments to document that GetEntityState and GetTemplateDataHelper
need to use the same object structure.
Remove four unneeded conditionals that are always true from
GetTemplateDataHelper.
Inline 3 splash damage variables in the attack component.
This was SVN commit r18485.
This new components allows giving the upgrade a cost, required
technologies, and a required time.
Implement gates using this generic component.
Fixes#2706
This was SVN commit r18467.
Also clean up the Health component.
Rename healer to heal (as that is the actual component name).
Remove the structure tree code to replace a proper Templates.js
implementation.
This was SVN commit r18464.
Show how many units can be garrisoned, the number of arrows shot by
default, per unit and limit, fixes#3816.
Thus remove a lot of hardcoded numbers in the translated strings and
correct a wrong number for the mauryan ship, fixes#3904.
This was SVN commit r18455.
Add an aura tooltip to the construction panel.
Remove duplicate tooltip code for the training panel.
Eliminate for-each and use the aura ID in GetTemplateDataHelper, since
only that is a unique identifier.
Change the name from "Hero Aura" to "Garrisoned Capture Aura" for that
aura that every hero has.
This was SVN commit r17644.
The problem caused by nested Maps is actually #3374.
Cloning the data object saved by the !AuraManager fixes#3188.
Also, using Map fixes a serialization problem, refs #3375.
On top of those changes, some reordering of add/multiply to avoid any
ordering mistake.
Fixes#3164, Refs #3374
This was SVN commit r16929.
to globalscripts, so that the gui is able to use it without needing the
simulation.
This helps remove code duplication in the structree mod.
This was SVN commit r16125.
Mount public in case we are starting Atlas and no mods are specified in
the config.
If users remove all mods and save this to the config and try to start
Atlas it will
crash, as it cannot find some needed files.
This was SVN commit r15678.
Do not try to translate empty strings in translateObjectKeys().
Do not try to translate empty formation tooltips.
Do not translate player names at a point where they are already
translated.
This was SVN commit r15005.
It includes a marvelous language selection menu developed by Yves.
It also includes the introduction of a sprintf implementation for
JavaScript, as well as
translation helper functions that use JavaScript-side translation
caching.
This patch includes code by Yves, sanderd17, leper and Gallaecio.
Ref #67
This was SVN commit r14954.
Includes:
- Unit rank upgrades, based on a patch by Sanderd. Not all civs get all
rank upgrades. For instance, Spartans get the Infantry rank upgrades,
but not the cavalry rank upgrades. Conversely, the Persians get the
cavalry rank upgrades, but not the infantry rank upgrades. Carthaginians
get rank upgrades for their mercenaries, but not their native units.
etc.
- Updated and tweaked many of the skirmish maps. Too many tweaks to
mention. But I did add Iberian circuit walls to many of them! New
"Bactria" Skirmish Map. Will continue to tweak this one to make it more
unique. It's based on modern-day Afghanistan, which the ancients called
"Bactria." A 2nd Ptolemies sandbox demo map.
- Moved the Ptolemaic Lighthouse to Town Phase to have more impact for
the Ptolemy player on maps with water.
- New Thureos shield patterns by Enrique for a NEW unit: Mercenary
Thureos Spearman.
- TECHNOLOGIES: Some techs renamed and tweaked. Plus, a new "Iron Armor"
tech for Heroes. A new "Roman Logistics" tech for the Roman Army Camp
and Siege Walls. A new "Battlefield Medics" tech for the temple that
unlocks (slow) health regeneration for units. The portrait for this tech
is placeholder and needs replaced ASAP.
- Cavalry now have oval selection rings. Eventually I will implement a
selection ring system where the citizen-soldiers and support units have
round rings, while champions have arrows, and heroes have stars. This
helps visually differentiate the roles of these 3 classes of units. Not
yet implemented.
- Vision radius for infantry slightly reduced.
- Fixed sounds for Persian Wonder.
- Fixed footprint sizes for a few buildings and Ptolemaic walls.
- Ptolemies now have the "Military Settlement" system in place. But this
system might go to the Seleucids instead later for historical reasons.
- Cost of fields reduced. Gathering rates for grain reduced.
- Fixed some selection group names for some templates. (Double clicking
didn't select them all as it should have).
- Fixed/Changed/Added some unit and building names, specifically for the
Ptolemies, but for some others as well.
- Some new temp portraits for Ptolemaic units. Ongoing task.
Lastly, I hope these changes don't break anything. They are heavily
tested on my end, but I can't promise I caught all bugs.
This was SVN commit r14388.
Applies tech modifications to template data returned by GuiInterface.
Extends engine to load arbitrary global scripts, separates this from RNG
replacement. Refs #1193.
Loads global scripts for most script contexts for consistency.
Adds simulation tests for global scripts.
This was SVN commit r12056.