Fix redundant props in horse props
Add a new floor gathering anims for cavalry
Move cavalry anim file to a subfolder
Add reins for cavalry
Add trot animation replacing the new and now old ones
This was SVN commit r21653.
Just test if a NetClient is present rather than passing a state boolean
from GUI page to GUI page (since 1c0536bf08 or sooner).
This was SVN commit r21650.
Let every elephant attack a different target, yielding a more uniform
attacker distribution.
Spawn elephants at the Wonder too, preventing a deadlock when players
have no more units while the buildings are still ignored by soldiers.
Reported by mapkoc at
https://wildfiregames.com/forum/index.php?/topic/24153-is-this-fixed/
Increase time until the first attacker wave on nomad slightly.
Make it depend on the difficulty, as suggested by nani.
This was SVN commit r21644.
Add EOL properties to fixed files
Rename some AO textures to fit the convention,
Remove copy pasta mess, hence fixing the errors spam when deleting
buildings
Fixes#5105
This was SVN commit r21636.
Replace deprecated createObjectGroups on River Archipelago to ensure
mine placement, refs #4695.
As request by Hannibal Barca, remove the arctic fox on Scythian Rivulet.
As reported by (-_-) / smiley, place tilapia instead of tuna fish at the
nile river.
This was SVN commit r21635.
Remove iberian starting walls but keep the towers as requested by lobby
players.
Update mappreview to include the walls from 7e207e1f4c.
Use Basic rank, since Gaia doesn't have a TechnologyManager and since
the rank bonuses are autoresearched-techs
(noted by temple recently and FeldFeld in a match before the first
version of D204).
This was SVN commit r21631.
Fixes two bugs with unresponsive units on walls because they weren't
recognized as turrets.
Differential Revision: https://code.wildfiregames.com/D1403
Reviewed by: mimo
Comments by: elexis
This was SVN commit r21627.
Clean the code by removing the animal hardcoding in the Foundation
component and adding a flag DeleteUponConstruction to the Obstruction
component.
Have locked gates and upgraded entities equally delete entities when
transforming.
Add a workaround for trees inside walls on random maps.
Reviewed by: temple
Differential Revision: https://code.wildfiregames.com/D1415
Refs #4268
This was SVN commit r21624.
If there are less spawn points, the groups of spawned units is increased
proportionally.
The new balancing should yield the same results as a 1v1 on medium
mapsize or a 4v4 on a normal mapsize in the previous balancing.
Notice that the number of elephant stables (and hence elephants) can
still vary.
This was SVN commit r21613.
Preferably, the buildings should be rotated so that they face the path,
refs #5090.
Start attacks again in case a player dared to rebuild a CC.
Fix missing negation in 0b0fb8838a.
Variable naming consistency.
This was SVN commit r21611.
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.