Order half of all elephants to attack any structure while the other half
still focuses Defensive buildings.
Add 50% more elephants to compensate the existing elephants not being as
effective militarily anymore.
This was SVN commit r21605.
Support multiple graphs with different scales, units, rounding and
descriptions and use it for memory allocation and number of garbage
collections.
Have the X axis in number of turns (instead of that divided by 20).
Don't have the legend hide part of the graph.
Add references to that hardcoded 20.
Move graph JS to a separate JS file.
Use JSON instead of JS.
Add legal html structure.
Comments By: Vladislav in irc yesterday
This was SVN commit r21602.
so that units don't try to gather forever while not being able to reach
it and
so that the sheep corpse can't be selected and seen anymore.
Differential Revision: https://code.wildfiregames.com/D21Fixes#4268
Based On Patch By: wraitii
Reviewed By: temple
Previously Reviewed By: Itms
This was SVN commit r21597.
Paint a path texture at the city gates to indicate it's passability.
Increase palm distances in the city to lessen the likelihood of units
spawned in formation being trapped at the spawnpoint.
This was SVN commit r21589.
Move a color to a global so that mods can change it.
Proposed by Vladislav in eee8217b45
Reviewed by Vladislav in irc today
This was SVN commit r21586.
All maps should now have correct team placement in terms of
sortAllPlayers vs primeSortAllPlayers.
Differential Revision: https://code.wildfiregames.com/D1392
Reviewed by: elexis
This was SVN commit r21574.
The other maps had never read this playerID, so it wasn't noticed until
Jebel Barkal read it.
Paste: https://code.wildfiregames.com/P115
Reviewed By: temple
This was SVN commit r21568.
Allow random map scripts to read the difficulty setting.
Very Easy: Only temples and civil buildings
Easy: CivicCenter, Stables, Barracks, Embassy
Medium: Walls, Fortress, ElephantStables, Tower
Hard: Garrisoned wall turrets and one citizen archer on the walls
Very Hard: 3 Archer champions per wall segment
This was SVN commit r21565.
Display "Napata will attack in %(time)s!" to observers, string addition
permitted by Itms.
Mapgen:
Use the EntitiesObstructionPlacer from 04679a8e2b, the wall constraints
and return values from 8b2a7f26e0,
so that there are no walls at the hill and to keep gates free.
Add palms to the city blocks and guardians at the central path.
Carve out temple areas using the EntitiesObstructionPlacer, rather than
having half the temple submerged by the mountain.
More treasures on the hill and in the city and allow mines on top of the
hill.
Triggerscript:
Make units always patrol, since the attack-walk order runs out and then
units accumulated after eradicating a player.
This also fixes the inconsistency that units captured after that order
ran out, but not before.
Don't use the violent stance since this also allows capturing.
Move attacker targetClasses to attacker balancing composition object, so
that it can be fine-tuned for every attackergroup.
Balancing:
Place Stables which only spawns melee cavalry which only attack traders,
women and siege engines.
Nerf fortresses by not exclusively spawning champions (temples still
do).
This was SVN commit r21556.