- Better fitting decals
- Player color
- Warships use the larger, easier to see projectile like buildings do
- Upgrading variants
- Standardized decals for Stables
- Fix a few death variants
- Some better tree props
- Fixed sheath position for the Roman Centurion
- Add Cavalry variants for Gallic heroes (templates will come later)
- A more "British" shield for the Brit fanatic
- Add a new Atlas building for the Spartans, the "Persian Stoa"
- Add distinct actors between lit and non-lit Fireships
This was SVN commit r26764.
- Different dirt decals for 3 Iberian structures
- Variations for the trees on the Kushite wonder
- Spec maps for a couple Athenian units
- Changed textures for Gallic elite javelineer
- New textures for the Ptolemy war elephant driver
- Peytral for the Elite Seleucid jav cav
- More helmet variants for the Elite Seleucid spear cav
This was SVN commit r26757.
Since formations have `cmpIdentity` now (b778caf146), they were
incorrectly selected when cycling through idle entities.
Reported and tested by: @Langbart
Differential revision: https://code.wildfiregames.com/D4588Fixes#6490
This was SVN commit r26756.
- Gymnasium to the second phase.
- Allow training the marines and cretan archers there.
- Move the above mentioned tech to that structure and the dock.
Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4537
Comments (implied acceptence) by: @chrstgtr, @ValihrAnt
This was SVN commit r26754.
Currently garrisoned ships easily kill organic units that dare to get to
close to them. A garrisoned ship is a killing machine like nothing else
in the game.
This patch solves their absurd deadliness against organic units. Ships
get 12 pierce attack and a 3x multiplier against other ships so they can
sink enemy ships at comparable rate as in A24 and A25.
Differential revision: D4507
Patch by: @LetswaveaBook
Reviewed by: @wowgetoffyourcellphone
Comments by: @marder@wraitii@Freagarach
This was SVN commit r26753.
As well as patrolling.
Formations kept moving, finding targets and instructing their members to
attack (thereby resetting their attacking state every time).
We now move into `MEMBER` upon finding a target.
Differential revision: https://code.wildfiregames.com/D4550
Comments by: @StanFixes#6461
This was SVN commit r26741.
Introduced in 20bb3ea4a3.
We assume at many places that an entity has cmpIdentity and as such we
add it here as well.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4583Fixes#6416
This was SVN commit r26740.
- Date Palm actor variations for use on structures and elsewhere
- Fixed missing player color on the Celtic battering ram
- Unit actor fixes and updates
- Updated a Spartan unit texture and added a spec map for weapons
This was SVN commit r26709.
So decrease their attack spread to 3, increase their crush damage and
also increase their vision range slightly, so you can actually see what
they attack.
This still means they are primarily useful against buildings, and not
unit killer as in a23.
Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4511
Accepted by: @chrstgtr, @ValihrAnt, @wowgetoffyourcellphone
Comments by: @Langbart, @Stan
This was SVN commit r26703.
As opposed to the Starting Economy Walkthrough, which is less
beginner-friendly.
Patch by: @azayrahmad
Differential revision: https://code.wildfiregames.com/D4194Fixes#6347
This was SVN commit r26702.