Commit Graph

14533 Commits

Author SHA1 Message Date
Stan 85a54b904e Fix trailing coma after 1cb4ee1634
This was SVN commit r24673.
2021-01-18 08:05:19 +00:00
s0600204 e01140b1b2 Improve detection of empty notification messages
In the case that a player started or aborted researching a phase
technology, a
blank line was being added to the chat history of the player in question
and
any mutual ally or observer, where the player, ally, or observer had
their
`gui.session.notifications.phase` setting at the default value of
"completed".

This was happening because in the above case the returned value of
`ChatMessageFormatSimulation.phase` class's `.parse()` method is `{text:
""}`.


Related a3eccc043d
Fixes #5921

This was SVN commit r24671.
2021-01-17 19:37:45 +00:00
wraitii 692e236499 Speed up carry capacity tech research / resource value modification.
Carry capacity changes triggered 4x recomputation of gather rates
(because modifiersManager isn't as efficient as it can be), and this was
slow enough to matter. This reduces the work sufficiently to not matter
much.

Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3373
This was SVN commit r24670.
2021-01-17 18:29:11 +00:00
Angen 2d9e74598a [Petra/Ai] Fix not traning champion cavalry and infantry after 925170f600 and 8ee6774d12
Since champions have been moved to barracks, researching unlocking
technologies became the must in order to train them.
Therefore:

Specificaly research `unlock champion` technologies.
Increase priority of minor techs to 250.
Remove some duplicated checks.

Differential revision: D3380
Reviewed by: @wraitii
This was SVN commit r24669.
2021-01-17 16:13:31 +00:00
s0600204 6bb1de61ec Format hotkey tooltip when an alternate key-name is used
Some keys have multiple names that they may be identified by in config
files,
such as the Escape key which may be identified by either "Esc" or
"Escape", or
the number-pad keys which may be identified with a name in the form
"Num{xxx}"
(e.g. "NumMinus") or the alternate "Keypad {x}" (e.g. "Keypad -").

The alternate names were not being picked up and formatted correctly
when
displayed in tooltips. Now they are.


Accepted By: wraitii
Differential Revision: https://code.wildfiregames.com/D3358
This was SVN commit r24668.
2021-01-17 16:04:51 +00:00
wraitii 5657c5211b Make the in-game menu go over the dev overlay.
There was a Z-conflict since the addition of the hotkeys button.

Patch by: ffffffff
Fixes #5928

Differential Revision: https://code.wildfiregames.com/D3393
This was SVN commit r24667.
2021-01-17 15:58:11 +00:00
Stan 3872ee43b5 Fix 768c84aa46 style, add tests.
Patch by: @bb
Small fixes by: @Stan
Reviewed by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3103
This was SVN commit r24665.
2021-01-17 15:44:14 +00:00
vladislavbelov 549b6893ce Removes sky toggling by a hotkey.
Reported By: Langbart
This was SVN commit r24663.
2021-01-17 14:27:44 +00:00
vladislavbelov 57389cb9cb Partly restores the requested functionality to hide skies removed in 78d4dd0109.
This was SVN commit r24662.
2021-01-17 13:28:37 +00:00
vladislavbelov 1cb4ee1634 Combines terrain and units ambient colors into the single color.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3237
This was SVN commit r24661.
2021-01-17 13:10:00 +00:00
Freagarach 931afb9989 [Gameplay] - Purge Roman Sibylline Books and Cart Exploration techs.
Since it affects gameplay also in a negative way (units wandering off
farther) and that entities with already high vision range benefit much
more than those with smaller vision ranges (the area is pi times radius
square).

Patch by: @borg-
Differential revision: D3365
Reviewed by: @Nescio, @wowgetoffyourcellphone
Comments by: @Freagarach, @wraitii
This was SVN commit r24659.
2021-01-17 09:50:27 +00:00
Freagarach abe35ed029 [Gameplay] - Reduce Archer and Structure ranges.
Due to the new way attack ranges are calculated (d0fc8ff67d), structures
can shoot significantly further, making raiding much harder.
This patch lowers the maximum attack range of archers and structures
from 70 to 60, and of slingers from 50 to 45 (javelineers keep 30), as
requested by @Feldfeld and @ValihrAnt. It also reduces the vision range
of defensive structures and artillery accordingly.

Patch by: @Nescio
Differential revision: D3381
Reviewed by: @wraitii
Informally accepted by: @borg-
Comment by: @Angen
This was SVN commit r24658.
2021-01-17 09:42:20 +00:00
Freagarach 8ee6774d12 [Gameplay] - Move infantry from fortress to barracks only.
Having some civs able to train their champions at the barracks, others
at (not too expensive) specific structures and some only at the (still
expensive) fortress is neither consistent nor balanced.

Patch by: @Nescio
Differential revision: D3384
Reviewed by: @borg-
Idea approved by: @wraitii
This was SVN commit r24657.
2021-01-17 09:36:00 +00:00
Stan 6ea368d236 Fix missing geometry for the celt carnyx.
Reported by: @wowgetoffyourcellphone
Thread:
https://wildfiregames.com/forum/topic/35390-missing-geometry-for-carnyx

This was SVN commit r24656.
2021-01-17 09:34:46 +00:00
Freagarach fc7aa1d01e [Gameplay] - Tweak Ptol structure cive bonus again.
Changes from Cost and Build time to Cost and Health, for that is less
complicated.

Patch by: @borg-
Differential revision: D3355
Reviewed by: @Nescio
Comments by: @Freagarach, @wraitii
This was SVN commit r24655.
2021-01-17 09:10:09 +00:00
vladislavbelov 2f8c7cf575 Increases the maps version to 7 for XML and PMP files.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3281
This was SVN commit r24653.
2021-01-17 02:12:04 +00:00
vladislavbelov 78d4dd0109 Removes useless option to show sky
Differential Revision: https://code.wildfiregames.com/D3382
This was SVN commit r24651.
2021-01-16 21:16:31 +00:00
wraitii e9fa4445f5 Swap Ptolemaic Slinger & Javelineer
D3269 / 1649a8c221 made Mercenaries unable to gather. Ptolemies
Javelineers are mercs, so thy now had a non-gatherer starter unit,
putting them at a disadvantage.
This swaps the Merc javelineer with the slinger to correct for that.

Patch by: Nescio (for Stockfish0ad)
Differential Revision: https://code.wildfiregames.com/D3378
This was SVN commit r24649.
2021-01-16 15:57:42 +00:00
wraitii 61236cae5b Improve cavalry balance.
- Spear cavalry counters Cavalry better
- Sword cavalry performs better against ranged units, having lower hack
armor but better pierce armour.
- Sword cavalry performs worse against Spear cavalry (same reason).

Patch by: borg-
Differential Revision: https://code.wildfiregames.com/D3256
This was SVN commit r24647.
2021-01-16 15:36:20 +00:00
wraitii 78dc5ffc7d Fix a few template oversights in recent commits.
This patch fixes a few oversights:
* When redoing D3287, a typo slipped in, spotted by @borg-: “wood”
instead of “food”.
* From the same patch, @Angen suggested to change a technology name,
from “Metal Shield” to “Metal Rim”.
* When redoing D2494, I missed that the ptol polybolos has a third less
reload time; as a consequence its damage per second is now 50% higher
than that of other bolt-shooters; this patch fixes that by adjusting its
damage.
* Likewise, D3235 adjusted archer attacks but omitted the crossbowman,
which currently has half the base damage of its champion counterpart but
three times the reload time, which means its damage per second is only
one-sixth the archer's; this patch raises its base damage sixfold to
give the crossbowman the same damage per second as the archer.

Patch by: Nescio
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3375
This was SVN commit r24646.
2021-01-16 15:32:29 +00:00
wraitii 7f1ee23d88 Fix AI's handling of buildRestriction distances following d0fc8ff67d
d0fc8ff67d / D2759 make buildRestriction distances take obstruction
sizes into account.
This requires AI adjustment, which wasn't done then.

Differential Revision: https://code.wildfiregames.com/D3364
This was SVN commit r24643.
2021-01-16 10:41:59 +00:00
Freagarach 925170f600 [Gameplay A24] - Unlock Champion Cavalry with a technology.
This puts them on-par with champion infantry.

Patch by: @Nescio
Differential revision: D3372
Reviewed by: @borg-
Comment by: @wraitii
This was SVN commit r24640.
2021-01-16 06:50:45 +00:00
Freagarach 5cccc7b282 [Gameplay A24] - Remove Spartan population penalty.
Since they don't have much bonuses (structure health, stronger female
citizens) to stand up against two penalties (no stone walls and this).
This removes the population penalty; other civilisations have better
bonuses but no such penalties.
Besides, Sparta was larger than other city states in ancient Greece,
both in terms of area and army size.

Patch by: @Nescio
Differential revision: D3376
Reviewed by: @borg-
This was SVN commit r24639.
2021-01-16 06:41:28 +00:00
Freagarach b5c783e519 [Gameplay A24] - Tweak Melee Infantry range.
- axemen, macemen, swordsmen: 3.5 -> 3
- spearmen: 4.5 -> 4
- pikemen: 7 -> 8
In single combat or small numbers the effect of this patch is probably
negligible; however, in large groups more pikemen could hit a single
target. Given that pikemen have by far the lowest damage per second,
increasing the range differences won't hurt.
In reality pikes were two to three times as long as spears, and up to
six pikes extended in front before an opponent could touch the first
pikemen, so this improves historical realism too.

Patch by: @Nescio
Differential revision: D3080
Reviewed by: @borg-
Comment by: @wratiii
This was SVN commit r24638.
2021-01-16 06:37:51 +00:00
Freagarach 91ee0093ca [Gameplay A24] - Tweak War Elephant damage.
Now that rams are available to all civs, it's no longer necessary for
elephants to keep having the same amount of crush damage as rams.
This patch therefore reduces their crush damage by 20%, but raises their
hack damage by 50%, making them less effective vs structures but better
against units.

Patch by: @Nescio
Differential revision: D3371
Reviewed by: @borg-, @wraitii
This was SVN commit r24637.
2021-01-15 18:28:48 +00:00
Freagarach afff5b9f8d [Gameplay A24] - Reduce ranged soldier resistance.
A frequent complaint is that ranged troops are too effective in 0 A.D.
They're supposed to die quickly, however, they get the same resistance
increases as melee troops. This limits the advanced and elite resistance
bonus to melee only (thus also excluding healers) and reduces the
resistance of ranged champions and heroes by two levels, to stay in pace
with their elite counterparts.
As a consequence, nothing changes for basic ranged troops, but advanced
are about 11% easier to kill, and elite, champion, and heroes about 23%.

Patch by: @Nescio
Differential revision: D3369
Reviewed by: @wraitii
Comment by: @borg-
This was SVN commit r24636.
2021-01-15 18:24:59 +00:00
Freagarach 1649a8c221 [Gameplay A24] - Differentiate mercenaries further from Citizen Soldiers.
Mercenaries:
- Can't gather but can build structures.
- Cost 60% less food, neither wood nor stone, but metal.
- Less training time.

Patch by: @Nescio
Differential revision: D3269
Reviewed by: @borg-, @wraitii
This was SVN commit r24635.
2021-01-15 18:18:57 +00:00
Freagarach 2eda2a0ab4 [Gameplay A24] - Add Carnyx unit to Gaul.
The carnyx was a long, bronze, Celtic trumpet and used on the
battlefield; its sound would intimidate opponents.
This patch introduces a trainable infantry champion for the carnyx-using
actor, at the assembly, and adds a generic template and an aura file,
which lowers the attack damage of nearby enemy soldiers a bit.
While it has an aura that could make a difference, it has no training
restrictions (unlike heroes); to compensate for that, it has a higher
cost, less resistance and less attack damage than other champions. If it
turns out to make the Gauls too strong, its values can be adjusted in
the future.
Having this (historically attested) unit would make the Gauls less
similar to other civs.

The specific name was suggested by @genava55 on the forums.
Icon adapted by @Stan from @niektb.

Original patch by: @Stan
Redone by: @Nescio
Differential revision: D3320
Reviewed by: @borg-
Comments by: @Freagarach
This was SVN commit r24634.
2021-01-15 18:11:14 +00:00
vladislavbelov aede7473f2 Makes the color of tutorial new messages softer.
This was SVN commit r24633.
2021-01-15 17:25:12 +00:00
FeXoR 6f3c0e18cf Remove heightmap grascale pictures and corresponding scenarios due to uncertain copyright status
Differential Revision: D2777
	Fixes #5112
	Patch by @Nescio
	Accepted by @FeXoR

This was SVN commit r24632.
2021-01-15 16:51:06 +00:00
vladislavbelov 6282960991 Removes useless option for shadows on water
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3368
This was SVN commit r24630.
2021-01-15 15:45:39 +00:00
wraitii 01d24173d2 Make the Athenian long_walls tech cost stone.
A pure stone cost makes it easier to research and more unique.

Patch By: borg-
Accepted By: wraitii, Nescio
Differential Revision: https://code.wildfiregames.com/D3356
This was SVN commit r24628.
2021-01-15 13:02:24 +00:00
Stan b57ee3c18d Use arrow sounds instead of flesh sounds for javelins.
Patch by: @Samulis
This was SVN commit r24626.
2021-01-15 10:09:03 +00:00
wraitii 171afdc7a6 Make foundations not ConquestCritical
Foundations were originally made conquest critical in 722578fdcd.
However, it remains rather frustrating that a player can evade defeat by
placing an unbuilt, uncommitted foundation. While allies can revive a
player with only a foundation, that cannot happen in 1v1, where it is
simply undue frustration, and the inconvenience seems greater than the
feature.
This thus removes them again from the conquest critical list.

Patch By: nephele
Differential Revision: https://code.wildfiregames.com/D2674
This was SVN commit r24624.
2021-01-15 10:02:31 +00:00
wraitii ce9e965afd Remove population bonus from most non-house buildings.
Houses increase the population limit. Various other structures did it
too as a side-effect.
This changes that, making houses more unique.

This also removes the Gaul/Brit bonus that most buildings increased
population, as they already build structures 20% faster and that is
deemed a sufficient early-game advantage.

Accepted By: borg-
Differential Revision: https://code.wildfiregames.com/D2950
This was SVN commit r24623.
2021-01-15 09:19:08 +00:00
Freagarach 46a5b704ac Avoid GUI errors for captured structures with paired tech of different civ.
If there is a building that has a paired tech researchable, where the
two techs have a civ requirement but the parent pair tech doesn't, then
the selection panels will throw errors.
This has happened with add6b0206c,
https://wildfiregames.com/forum/index.php?/topic/24732-de-alpha-24/page/2/
and other incidences.
Now when both paired techs have an unmet civ dependency they are not
shown, when one of them hasn't, it is shown.

Fixes: #5915
Original patch by: @elexis
Changes by: @Freagarach
Differential revision: D2171
Comment by: @Imarok
This was SVN commit r24621.
2021-01-15 08:55:01 +00:00
Freagarach 6a871f7d3c Building snapping loading screen tip.
Since many players might not notice the new snapping feature
(a8f241da5d), a loading screen tip is nice.

Patch by: @elexis
Differential revision: D2545
Comments by: @bb, @Nescio, @vladislavbelov
Some minor changes by: @Freagarach
This was SVN commit r24620.
2021-01-15 08:47:31 +00:00
Freagarach 313bd29786 Add loading screen tip for heroes.
Because heroes permanently die (de3ed2cd19) it is nice to users of that.

Differential revision: D3294
Comments by: @Nescio, @Stan
This was SVN commit r24619.
2021-01-15 08:36:57 +00:00
wraitii 0944856cc1 Allow hotkeys/config settings to be empty.
This changes ConfigDB to support empty settings, marked with `= ""`. It
also changes hotkey to handle unused hotkeys, but stil have them appear
in the hotkey editor.
Fixes an issue where the current editor would bug when saving an empty
hotkey.
Removes the old system for unused hotkeys, adjust hotkey files
accordingly.

Reported by: FeldFeld
Differential Revision: https://code.wildfiregames.com/D3307
This was SVN commit r24618.
2021-01-15 08:05:10 +00:00
Freagarach e5bd8a7aa5 Fix Jebel Barkal giant.
Adjusts the jb.js to not try and place walls outside of the map.
Only adds really added walls to the entity list (refs. #5919).

Patch by: @elexis
Differential revision: D3299
Tested by: @Freagarach, @Stan
Fixes: #5177
Refs. #5150

This was SVN commit r24617.
2021-01-15 07:59:19 +00:00
Freagarach 03fa2f4728 [Gameplay A24] - Adjust elephant temlate values.
- Changes the Hero Elephant damage to twice that of Champion Elephants
(consistent with other classes).
- Reduces Champion Elephant crush damage resistance to the same of other
Champions.
- Give all elephants the same walk speed.
- Removed the bonus vs cav from GAIA elephants.

Patch by: @Nescio
Differential revision: D2853
Reviewed by: @borg-, @wraitii
Comments by: @Feldfeld
This was SVN commit r24615.
2021-01-15 07:49:35 +00:00
wraitii 9c88071149 Fix gamesetup map size not updating for clients.
Clients don't get map size updates shown in the gamesetup (they do
appear in the description).

Tested by: Freagarach
Differential Revision: https://code.wildfiregames.com/D3351
This was SVN commit r24614.
2021-01-15 07:48:12 +00:00
Freagarach 8421ba77fb Fix PetraAI not building many houses.
Previous to 7f77cf2f3e the AI got its population bonus per entity from
the Cost component, which every entity happened to have.
Thereafter, the population bonus was handled by a separate component,
which was not always present leading to `(void 0)` additions to the pop
cap and PetraAI not constructing houses.

Differential revision: D3360
Reviewed by: @Angen, @wraitii
This was SVN commit r24613.
2021-01-15 05:59:23 +00:00
Freagarach 89060a3efa [Gameplay A24] - Enable elephant stables for all civs with elephants.
And moves elephant training thereto.
This means the Persians get to train them again, by popular demand.
Mauryas are not the only ones anymore that have the elephant stables,
but they can build it earlier.

Patch by: @Nescio
Differential revision: D3362
Reviewed by: @borg-
This was SVN commit r24612.
2021-01-15 05:53:26 +00:00
s0600204 c064772609 Adjust subsection sizes of civinfo page
To better fit the content being displayed.

Patch by: @Nescio
Accepted by: @s0600204
Differential Revision: https://code.wildfiregames.com/D3295
This was SVN commit r24611.
2021-01-14 22:56:54 +00:00
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