Foundations were originally made conquest critical in 722578fdcd.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.
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.
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.
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.
Because heroes permanently die (de3ed2cd19) it is nice to users of that.
Differential revision: D3294
Comments by: @Nescio, @Stan
This was SVN commit r24619.
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.
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, @StanFixes: #5177
Refs. #5150
This was SVN commit r24617.
The NetClient code is now threaded, and this means it can try to flush
messages while 'knowingly' being disconnected.
This can be avoided by storing some state in NetClientSession
Improves 2d40068cd1, refs #3700
Differential Revision: https://code.wildfiregames.com/D3352
This was SVN commit r24616.
- 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.
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.
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.
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.
7460d0e56e uses a GCHashTable to recognize objects. However, It should
have used MovableCellHasher to maintain a stble hashmaps when GC
pointers change.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3363
This was SVN commit r24610.
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.
- 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.
Since they are conceptually more policical techs than commercial.
Patch by: @Nescio
Differential revision: D3321
Reviewed by: @borg-
This was SVN commit r24605.
This separates the pierce and hack damage resistance techs but lets them
apply to all soldiers (including elephants).
Patch by: @borg-
Differential revision: D3287
Reviewed by: @Nescio, @wraitii
This was SVN commit r24604.
The various pages of the Reference Suite (`structree`, `civinfo`,
`viewer`) all
use the same `CloseButton` object, and the same hotkey to close each
page.
The hotkey that is listened for is the one assigned to `cancel`, however
the
tooltip was attempting to display the hotkey assigned to `close` (which
doesn't
actually exist).
This was SVN commit r24601.
This made citizen workers show up in the 'idle worker' GUI button when
e.g. formation-patrolling between two points (since 6778fc4ea6 / D2913)
Co-written with: Freagarach
Differential Revision: https://code.wildfiregames.com/D3335
This was SVN commit r24596.
Nisean war horses were reserved for the heaviest shock cavalry (i.e.
champion spearmen in 0 A.D.).
- Limit to Champion Cavalry Spearmen.
- Increase training time by 10%.
- Food cost raised to 400.
- Made the "Horse Breeding" technology a requirement.
Original patch by: @borg-
Taken over by: @Nescio
Reviewed by: @borg-
Comments by: @Feldfeld, @Palaxin, @ValihrAnt
This was SVN commit r24589.
Fix an incorrectly named variant,
Enable gather meat sounds
Replace the sword attack sound by a knife attack sound
Patch by: @Samulis
This was SVN commit r24579.