- Add an option to control the 'null formation' override, so it can be
turned off/on independently of having a default formation set. It
defaults to "Walk/Patrol only".
- Make only 'walk' and 'patrol' orders use the default formation.
This makes the system more flexible, and easier to use for competitive
play.
Differential Revision: https://code.wildfiregames.com/D3413
This was SVN commit r24703.
Attack.js can use UnitMotion to calculate the position of the unit in
the future, accounting for odd movements such
as zigzags, turnarouds and early stops (to the extent of the current
order).
This improves the resilience of units against the 'dancing' trick.
The linear interpolation is kept as a failsafe and to avoid an edge case
in the new prediction code.
Patch by: bb
Refs #5106
Differential Revision: https://code.wildfiregames.com/D3225
This was SVN commit r24701.
As pointed out by @Feldfeld, Spartan swordsmen are much better troops
than basic soldiers, yet hardly cost more. Moreover, 8e19745bba
practically doubled their gather speed (from 25% to 49%).
This raises their cost a bit, to a total of 125 resources, instead of
110. For comparison, basic infantry has a total cost of 100, champion
infantry 220.
Patch by: @Nescio
Differential revision: D3423
Reviewed by: @borg-, @wraitii
This was SVN commit r24700.
This enables the 'save' button only when there is (probably) something
to save. It improves the UX of using the editor since it gives feedback
that the hotkeys were indeed saved.
Refs #5867
Differential Revision: https://code.wildfiregames.com/D3419
This was SVN commit r24699.
SDL 2.0.9 introduced a 32-pixel leeway for double clicks to register,
which makes it possible to trigger "select all units of the same type"
behaviour while trying to select different units that are close by.
This effectively reverts that by setting the "hint" to 1.
Fixes#5920
Differential Revision: https://code.wildfiregames.com/D3420
This was SVN commit r24698.
The Ptolemy have not used it since A21, and Kushites have a better
Nubian archer.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3415
This was SVN commit r24695.
Wrong assumptions on reviewing 2627714c07 and 7f7a3edfae made it such
that non-capture attacks did not play a being-attacked sound anymore.
We only want a different sound when being captured.
Differential revision: D3408
Tested by: @Stan
This was SVN commit r24694.
Since wonders already have many bonuses by default.
This merges the two population auras to one that increases the
population cap after researching the technology and instead of flat +50,
it now is relative: +20%.
Patch by: @Nescio
Differential revision: D2951
Reviewed by: @Palaxin
Comments by: @badosu, @borg-,
Reservations by: @bb, @Freagarach
This was SVN commit r24692.
- Remove movement speed technology, which was a straight trade bonus.
- Buffed health tech from +2 armour to +50% HP, moved to town phase,
made costlier.
- Changed gain of trade techs to +15% each.
The intent is to slightly reduce the snowballing effect from trade
techs.
Patch by: Nescio
Comments by: borg-
Differential Revision: https://code.wildfiregames.com/D3357
This was SVN commit r24690.
All animals have the default resistance of 1H/1P/1C. This makes macemen
able to kill them again.
Damage has been reduced on some templates.
HP has been reduced across the board.
Fix the goat cost with respect to other domestic animals after
D3301/082bd8bd44.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3397
This was SVN commit r24689.
#5932 reported a segfault. The direct cause is an infinite loop in
Order.Repair in a formation controller.
There are multiple issues at play here, but the core problem is that the
controller has been marked for destruction, but remains alive over the
turn and UnitAI timers can fire. This leads to an unexpected state that
triggers an infinite loop.
To avoid this problem, immediately switch the formation controller to a
clean state when it's being disbanded.
Fixes#5932
Differential Revision: https://code.wildfiregames.com/D3410
This was SVN commit r24688.
- Make the library a Ptolemaic exclusive. The tech discount is 15%
unstackable.
- Enable Theater for Ptolemy & Seleucid, tweak stats.
- 'Hellenistic Metropolis' is now in the Civil Centre, and no longer
affects military colonies/crannogs.
- The Ptolemaic lighthouse no longer reveals all shores, instead simply
has a very large vision range. It's moved to City Phase.
- The Carthaginian super dock is moved to city pahse as well.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3350
This was SVN commit r24687.
This patch will:
- Pass `gameRegisterStanza` to `playerAssignmentsControl` constructor.
- Remove handlers for `onClientJoin` and `onClientLeave` from
`gameRegisterStanza` class.
- Call `gameRegisterStanza` method `sendImmediately` only once after
all handlers have run and after updating g_PlayerAssignments .
- Remove from `gameRegisterStanza` the dependency on
`playerAssignmentsControl` since the `onClientJoin` and `onClientLeave`
handlers are removed.
Reviewers: Angen, wraitii
Accepted By: wraitii
Trac Tickets: #5929, #5933
Differential Revision: https://code.wildfiregames.com/D3406
This was SVN commit r24686.
Siege engines are faster to destroy than to capture. As such, capture as
a default is annoying, since it's not the best tactical choice.
Unfortunately, fixing this for now means removing "Capturable" from
siege engines.
Rams/Siege towers retain 50 Pierce Armour, others get 25.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D2493
This was SVN commit r24685.
Network settings must be synchronised when the map selection is
submitted. Fixes ae9ea5b859.
Reported by: Imarok
Differential Revision: https://code.wildfiregames.com/D3405
This was SVN commit r24684.
This was removed originally in D3264/eb1163b872.
It made early-game aggression less viable.
Approved By: FeldFeld, borg-, ValihrAnt
Differential Revision: https://code.wildfiregames.com/D3401
This was SVN commit r24680.
This unique technology for heroes was not useful.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D2939
This was SVN commit r24679.
It was occluding the input field when saving, and the border in any
case.
Reported by: nifa
Differential Revision: https://code.wildfiregames.com/D3383
This was SVN commit r24677.
(setting waypoints to more than 2 markets still does not work properly,
but it also did not in A23).
Fixes#5923
Differential Revision: https://code.wildfiregames.com/D3400
This was SVN commit r24676.
12cceed3d9 broke meta-key releases. This fixes that.
Also fix a much older issue where pressing new keys would not release
less specific hotkeys.
Add tests.
Reported by: Imarok
Tested by: langbart
Fixes#5930Fixes#5927
Differential Revision: https://code.wildfiregames.com/D3396
This was SVN commit r24675.
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 a3eccc043dFixes#5921
This was SVN commit r24671.
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.
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.
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.
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.
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.
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.
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.
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.
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.