A workshop is a more generic place of doing work whilst an arsenal is a
place where artillery is handled, which is the purpose of the structure
in 0 A.D..
Patch by: @Nescio.
Differential Revision: D2756
This was SVN commit r23935.
Those buildings get 1 vision (making them selectable), but no longer
provide vision on their own.
Wall Towers have their vision increased slightly to make it larger than
their attack range and to compensate for it.
Patch by: Nescio
Accepted By: borg-, genava55, wraitii
Differential Revision: https://code.wildfiregames.com/D2505
This was SVN commit r23934.
Define them in specific templates as animals generally have specific
actors.
Use values in 0.5 steps and pick them appropriately for each actor.
Patch by: Nescio
Accepted By: wraitii, genava55
Differential Revision: https://code.wildfiregames.com/D2721
This was SVN commit r23930.
Introduced by 21106e011f and d4db7d2e0b respectively, these templates
were introduced without taking gameplay considerations into account, and
players disliked them.
De-activate them from regular play until a better solution can be found.
Test Plan: Check for completeness and correctness. Agree unbuildable is
an improvement over brokenness.
Patch by: Nescio
Accepted by: borg-, wraitii
Differential Revision: https://code.wildfiregames.com/D2495
This was SVN commit r23928.
Improve unitAI: don't move if the requester can reach us and we are
close enough. This avoids an issue where ships moved more than necessary
when picking up many units.
Also improve requester UnitAI -> retry pickup if the target entity is
Idle.
Improve unitMotion: periodically recompute paths in "known bad path"
mode to adapt to moving targets.
Expose UnitMotion reachability to scripts and other code.
This adds a test map for some common and some tricky pickup cases, using
triggers.
Based on a patch by: causative
Reviewed By: Freagarach
Fixes#3472
Differential Revision: https://code.wildfiregames.com/D665
This was SVN commit r23925.
All entities with UnitAI wastefully listened to global
ConstructionFinished messages. Now the message is only sent to assigned
builders.
Differential Revision: D2697
Reviewed by: @wraitii.
This was SVN commit r23924.
This makes it less likely to add double entries. Also corrects
indentation in the `<StatisticsTracker>`-node.
Patch by: @Nescio.
Differential revision: D2834
This was SVN commit r23923.
Women could already build/repair such buildings, they simply could not
be used to place foundations.
This reduces micro and removes a minor annoyance.
Accepted By: Nescio, borg-, badosu, itms
Differential Revision: https://code.wildfiregames.com/D2911
This was SVN commit r23921.
Promoted units move out of the world but keep their current orders,
which can trigger invalid states.
As cleanup, handle this case in GATHER.FINDINGNEWTARGET
A more general fix seems possible by putting the UnitAI in a default
state.
Reported by: psypherium
Reviewed By: Angen
Fixes#5788
Differential Revision: https://code.wildfiregames.com/D2920
This was SVN commit r23920.
Implement a simple HTTP server to start games, receive the gamestate and
pass commands to the simulation.
This is mainly intended for training reinforcement learning agents in 0
AD. As such, a python client and a small example are included.
This option can be enabled using the -rl-interface flag.
Patch by: irishninja
Reviewed By: wraitii, Itms
Fixes#5548
Differential Revision: https://code.wildfiregames.com/D2199
This was SVN commit r23917.
This class is an AI hint that such units are to be treated as moving
fast, e.g. war dogs, or cavalry.
This makes it easier to introduce camels and chariots correctly.
Further work is required to make the AI unit choices less hardcoded.
Patch by: Nescio
Reviewed By: Angen, wraitii
Differential Revision: https://code.wildfiregames.com/D2251
This was SVN commit r23916.
“Rubble Materials” and “Geometric Masonry”, paired techs, could be
researched by most civs. They had limited use, were incoherent with
civ-specific art, and were researchable at wall-towers, at which points
techs that affect walls make less sense.
As such, they are deleted.
Patch by: Nescio
Accepted By: borg-, wraitii
Differential Revision: https://code.wildfiregames.com/D2880
This was SVN commit r23915.
The "health" of the palisade wallset was not being displayed correctly
in the
Structure Tree for any civ that didn't have the same resultant civbonus
effect
as the first civ shown when the 'Tree was opened.
The issue was caused by caching the parsed form of an entity template
when it is
first requested, then using that for *every* civ.
This wouldn't matter if every civ had completely different entities from
every
other civ, and no civ had civbonus technologies that affect shared
entities.
However, in "vanilla" 0 A.D., the templates of the palisade wallset, and
those
of the sheep, pig, and goat trainables, are shared between multiple
civs. And
the athen, brit, gaul, mace, and spart civs all have civbonus
technologies that
affect structure health.
(And as for mods, who knows...)
The solution provided here is to cache parsed entities by civ, like we
already
do with technologies.
Issue raised by @Nescio in b2842e8021
This was SVN commit r23913.
The code assumed that a player was being passed when it wasn't.
Reported by: Angen
Reviewed By: bb
Differential Revision: https://code.wildfiregames.com/D2904
This was SVN commit r23910.
Ranged units have a base walk multiplier of 1.2, melee of 1.0. Pikemen
are slightly slower.
Heros have 100 vision range, infantry have 80.
Approved by: borg-, wraitii
Differential Revision: https://code.wildfiregames.com/D2884
This was SVN commit r23895.
This patch fixes some oversights missed in recent commits:
* `pers.json` entry in D2532/d1d4a1d6b9.
* `brit.json` entry in D2533/c04a1ebac3.
* Delete two auras rendered obsolete in D2686/c1d71abe0b.
* Tooltip and `mace.json` entry in D2867/9eff418cb5.
* `maur.json` entry in D2821/133d163689.
* `sele.json` entry in D2858/95cc3937bd.
* Indentation, tooltip, and `{civ}.json` entries in D2839/32615ae6be.
* Indentation, tooltip, and `{civ}.json` entries of Hellenistic
Metropolis technology.
* Purged some non-existent things in various `{civ.json}` files.
* Added a history string and updated the technology tooltip for the
Immortals.
* Fixed Cart walls civ bonus tooltip.
Patch by: Nescio
Reviewed By: borg-
Differential Revision: https://code.wildfiregames.com/D2885
This was SVN commit r23894.
The war dog was OP in the early game, and useless in the late game.
Patch by: borg-
Comments by: Nescio
Approved by: badosu, Lionkanzen, Nescio, wraitii
Differential Revision: https://code.wildfiregames.com/D2879
This was SVN commit r23893.
The agoge did not concern perioikoi, thus should not affect the citizen
soldiers.
Spartan hoplites are supposed to be the strongest infantry in the game,
this makes them again more effective than Macedonian Silver Shields.
Patch by: borg-
Accepted by: Nescio
Differential Revision: https://code.wildfiregames.com/D2846
This was SVN commit r23892.
The health reduction was too drastic and made this tech unbalanced. It
is removed, in favour of slightly smaller buffs and a lower cost.
Patch by: borg-
Comments by: Nescio
Reviewed By: wraitii, Nescio
Differential Revision: https://code.wildfiregames.com/D2876
This was SVN commit r23891.
The Kardakes mercenaries, trainable at the Persian Hall, are
historically problematic. Few sources exist on Kardakes troops, but they
seem to have been rather heavy infantry, and likely not mercenaries. As
such, they would be rather redundant with the Immortal.
The elephants are attested, and might be reintroduced later.
Further, the Ishtar Gate is Neo-Babylonian and predates the 0 A.D.
timeline. As such, given its limited use, it is removed as a buildable
structure.
Patch by: Nescio
Accepted by: borg-, wraitii
Differential Revision: https://code.wildfiregames.com/D2742
This was SVN commit r23888.
This unit is historically well attested, such as the Battle of Cunaxa or
the Battle of Gaugamela.
This unit is currently added at the fortress, though another pass for
chariots in general is needed.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D2683
This was SVN commit r23887.
This splits the "LOS"-query from the "Attack"-query. The LOS-query is
only enabled for skittish animals for now and entities without cmpAttack
don't try to set up an Attack-query anymore.
Differential Revision: D2824
Reviewed by: @bb.
This was SVN commit r23877.
This allows to specify a world population capacity that is divided
evenly amongst living players.
Differential Revision: D2426
Reviewed by: @Angen
This was SVN commit r23873.
Overall costs are reduced by around 25%, keeping a high Metal cost, and
they are made uniform across champions as a baseline.
Loot is adjusted.
Patch by: borg-
Accepted By: badosu, Nescio, wraitii
Differential Revision: https://code.wildfiregames.com/D2816
This was SVN commit r23868.