- move infantry_crossbowman_c.xml from athenians/ to macedonians/
- renames kushites/camelry_* to kushites/camel_*
- renames kushites/infantry_clubman_* to kushites/infantry_maceman_*
- renames persians/cavalry_swordsman_* to persians/cavalry_axeman_*
- renames ptolemies/camelry_* to ptolemies/camel_*
Patch by: @Nescio
Differential Revision: D2688
This was SVN commit r24391.
Allow boolean modifications JavaScript
Allow territory influence weight, and root, to be changed via tech.
Differential Revision: https://code.wildfiregames.com/D3069
This was SVN commit r24373.
This makes 'dancing' impossible with patrol, for both single units and
formations.
It further makes the formation and regular patrol code more similar.
The diff harcodes an integer wait time as it relies on timer calls
instead of range queries, as that was much simpler to implement.
Animations for the waypoint-waiting is also unimplemented.
Reviewed By: Freagarach
Refs #5106
Differential Revision: https://code.wildfiregames.com/D2913
This was SVN commit r24360.
This made entites use slaughter against the wolves instead of normal
attacks.
After b97d251322 the class is not needed anymore to be able to move the
wolves.
The fix of the wolves stacking in one place is deferred.
Patch by: @Dunedan
Differential Revision: D2771
Reviewed by: @wraitii
Comments by: @elexis
This was SVN commit r24359.
And total gatherers next to the population icon.
Closes#643
Patch by: @mammadori
Differential Revision: D3155
Earlier revisions reviewed by: @Angen, @wraitii
Comments by: @Nescio, @s0600204, @Stan
This was SVN commit r24357.
Preview entity IDs vary from user to user.
Reported by: Freagarach
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3196
This was SVN commit r24354.
d0fc8ff67d / D2759 made ranges account for entity size, making auras
larger than they needed to be. This accounts for that.
Units haven't been changed, the delta is not worth modifying imo.
As discussed with Nescio, this means that, for a given aura, larger
buildings will now have a larger "aura area". This particularly affects
oblong buildings.
A proper solution for this would be to not approximate some structures
as a circle, but remains to be implemented.
Note that for current 0 A.D., this effect is unlikely to be a
significant gameplay advantage to one civilisation over another.
Reviewed By: Nescio
Differential Revision: https://code.wildfiregames.com/D3169
This was SVN commit r24349.
Identity classes where added to construction previews in D576 /
7bf933d5f6. This meant they counted towarde entity limits, as they were
not local entities.
This diff fixes that by making them local entities.
Thanks for s0600204 for raising the issue
Reported by: wowgetoffyourcellphone
Refs #2907
Differential Revision: https://code.wildfiregames.com/D3187
This was SVN commit r24347.
Move repetitive cost change for mercenary from templates to technology
json.
Differential revision: https://code.wildfiregames.com/D2685
Patch by: Nescio
This was SVN commit r24330.
b57abe806c had some errors in the patch. @Nescio noted that the fortress
builder script was using the wrong civ. And the committer noticed the
elephantine random map was broken.
Differential Revision: D3122
Tested by: @Nescio
This was SVN commit r24328.
Since relics ought to be undestroyable, a health component makes no
sense. This makes that the Invulnerability-flag can be removed and
relics can be captured again (after 0f91c5ac61#inline-5236).
Differential Revision: D1268
Original patch by: @temple
Reviewed by: @wraitii
Comments by: @bb, @elexis
Fixes#5007, #5847, 0f91c5ac61#inline-5236
This was SVN commit r24327.
Based on a patch by: @NF
Tested by: @nephele
Tested on FreeBSD, Windows, Kubuntu, macOS
Fixes: #1325
Differential Revision: https://code.wildfiregames.com/D2399
This was SVN commit r24323.
This patch increases the attack base hack damage of pikemen from 1 to 2.
Differential revision: D2972
Patch by: borg-
Reviewed by: Nescio
Comments by: myou5e, wraitii, badosu, ValihrAnt
This was SVN commit r24316.
Original diff D2512
Reported on forum by gameboy:
https://wildfiregames.com/forum/index.php?/topic/27384-strange-landing-on-the-island-and-unable-to-attack/
Units with goal where minrange = maxrange rarely arrive to destination,
because they miss it.
See Todo in unitmotion
Relative part:
In the meantime, one should avoid that 'Speed over a turn' > MaxRange -
MinRange, in case where min-range is not 0 and max-range is not
infinity.
For that reason avoid passing minrange = maxrange from ai.
Also warn in cpp unitmoition when getting this kind of command.
Differential revision: D3149
Reviewed by: @wraitii
This was SVN commit r24315.
CText requires re-rendering every message when adding a new one, which
quickly becomes very slow.
Use CList and a custom method to work around this.
These classes are in need of a more complete refactoring.
Based on a patch by: nani
Differential Revision: https://code.wildfiregames.com/D1781
This was SVN commit r24306.
Correctly recompute the actor when something changes that could modify
it (ownership change, ...).
Make sure mirages are updated when they reappear after being hidden.
Make sure foundations have proper identity classes.
Make sure mirages don't respond to value modifications in the visual
component.
Clarify a few comments.
Earlier work by: Sandarac
Fixes#2907
Differential Revision: https://code.wildfiregames.com/D576
This was SVN commit r24279.
Rendering options use this capability to simplify their implementation.
This makes it easier to add new options.
Comments by: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D2293
This was SVN commit r24228.
FCollada asserts, but only on windows for whatever reason, when loading
a file that contains a Windows path.
There are many others, but the game explicitly fixes those, so I haven't
changed them for now.
Reviewed By: Stan
Differential Revision: https://code.wildfiregames.com/D3120
This was SVN commit r24220.
CCmpRangeManager queries do not take obstruction size into account,
meaning they return fewer entities than they should. This particularly
affects buildings with ranged attacks, gates, and a few other templates.
This is, unfortunately, a slight performance decrease.
Discovered following Angen's comment [[
https://code.wildfiregames.com/D2738#116269 | here ]].
Comments by: Angen
Reviewed By: bb
Refs #3381 (not marking it down as 'fixes' and I'm not entirely sure it
was the only moving part here).
Differential Revision: https://code.wildfiregames.com/D2759
This was SVN commit r24217.
- Provide a "Hotkey" screen to let players remap hotkeys in-game using a
convenient setup.
- Make all .cfg hotkeys refer to scancodes (i.e. position on the
keyboard), so that default hotkeys now translate correctly for AZERTY,
QWERTZ and other layouts.
- 'BackSpace' is now an alias for 'Delete', and works for killing units.
This fixes#1917, as macs don't have a proper delete key and would need
to use Fn+Del otherwise. This shifts "timewarp" to Shift+BackSpace.
Functionally, this switches hotkeys to scancodes, as that makes more
sense (they are combinations of key positions, not actual text output).
SDL includes are cleaned and key names are reused.
Fixes#2850, Fixes#2604, Refs #1810, Fixes#1917.
Follows work in 3d7784d2af.
Various diffs tested by: Angen, Stan, Freagarach
Comments by: Nescio
Differential Revision: https://code.wildfiregames.com/D2814
This was SVN commit r24215.
Making it easier to change just one of the two.
Also makes some stats more similar to that of a champion elephant, most
notably the vision was increased from 92 to 100 and deleted wedge
formation.
Patch by: @Nescio
Differential Revision: D2595
Comments by: @Angen, @bb.
This was SVN commit r24212.
Includes alarm_defeated_ally.ogg by @Samulis
Reviewed by: @bb
Comments by: @Angen Freagarach
Differential Revision: https://code.wildfiregames.com/D2860
This was SVN commit r24199.
Make packing states to react to Stop command, which is supposed to
cancel current orders.
Fixes: #4015
Differential Revision: D3105
This was SVN commit r24191.