Features:
* a mountain created in atlas, refs #4816
* a procedurally generated city, refs #5061
* scripted city guards and reoccuring gaia attackers
* attacker composition depend on the remaining buildings of the city
* random irrigation canals that indirectly increase the distance between
the two teams
Needs map description and player feedback to become complete.
Hill based on the Napata Reconstruction hill created by Skhorn of
8615acb2fc.
Consulting By: Sundiata, Skhorn
This was SVN commit r21488.
Add an anti-champ/hero bonus to Meriotic Temple Guards.
Make the Temple of Amun a unique building available in the City phase.
Adjust some auras and add one for cheaper triremes.
Nerf clubman attack, remove spearmen tweaks.
Change barracks cost.
Fix some icons.
Differential Revision: https://code.wildfiregames.com/D1343
Patch by: Hannibal_Barca
Comments by: Nescio, Grugnas, elexis, Sundiata, mimo
This was SVN commit r21477.
Excluding the changes to scenario and skirmisch maps
Transform gameType string to victoryCondition array in load/replaymenu
Adapt the gamesetup to use checkboxes for every victory condition and an
array for storing them
Allow multiple queries in conquestCommon
Remove conquest from regicide, wonder and capture the relic
Move the endless gamedescription from settings to gamedescription
Fixing wrong tabulation from a8a29271ce
This commit will break all scenario and skirmisch maps, their "Gametype"
string needs to be transformed in a "VictoryCondition" array as is done
in the tutorial map (counting endless as an empty array). This counts
for mods too!
Old svn replays and savegame will throw warnings/errors as they are
incompatible after this commit. So svn users will need to delete all
those.
Comments on ai and autostart games By: mimo
Comments on Atlas By: Vladislav
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D1240fixes: #4014
This was SVN commit r21474.
Since healers can't attack enemies, they have left the gaia attacker
group immediately to start patroling.
To fix that, change healers to guard random soldiers of that group,
preferably heroes or champions.
Use absolute formation template paths.
This was SVN commit r21465.
Removes repetitive RangeManager and Identity component querying from
triggerscripts.
It means that mostly map specific logic remains in the triggerscript.
This should bring TriggerScript coding a bit closer to map authors who
aren't exactly software developers.
Call the RangeManager entity getters on Danubius and Survival multiple
times on init to further simplify code, as these microseconds on init
are irrelevant.
This was SVN commit r21459.
Simplify that function by tracking entities using Sets instead of
Arrays, even though it costs two Set-to-Array conversions.
This was SVN commit r21457.
Those heroes were introduced in 097c19a6a0
The new convention from now on will be civ_hero_name(_type(_weapontype))
where parenthesis are optionnal.
However it would be nice to when a infantry hero is added for instance,
than the other one specify it's cavalry
Since it requires map changes, it will be up to the person introducing
it.
This was SVN commit r21449.
Eases implementation of new maps with diverse scripted attackers, refs
#5040, D11 and map difficulties, refs #4963, D1189.
Replaces hardcoded templatenames with calls to a new TriggerHelper
function to query template names, given Classes, Civ, Rank or Packed
state.
Removes the duplicated template counting logic, that was intertwined
with map specific unit classes balancing logic, refs #4805.
Use mimos garrison function from e29dfb7000 / D1146 to support
doubleclicking on garrisoned gaia heroes on Danubius, fixing the bug
described in comment:10 of #4291.
Fix wrong (Trigger) prototype reference in ce65af8dcb.
This was SVN commit r21445.