- Slightly denser forests with the new helper
- good default biome for African Plains in Atlas.
Differential Revision: https://code.wildfiregames.com/D4072
This was SVN commit r25679.
- reuse settings from the temperate biome
- More wood / slightly denser
- replace the aleppo pine with the Fir, looks better
- Rework the terrain textures
Differential Revision: https://code.wildfiregames.com/D4061
This was SVN commit r25674.
- Support the 3 african biomes.
- Bigger forests (same # of trees overall)
- More hills/watering holes, more animals there.
Differential Revision: https://code.wildfiregames.com/D4060
This was SVN commit r25673.
The new texture is less visually intrusive thus a better general fit.
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4026
This was SVN commit r25671.
It looks bad on the summary graph, and might need further adjustments in
general.
Discussed with: @Langbart, @Imarok, @wraitii
cc @wowgetoffyourcellphone
This was SVN commit r25658.
The pathfinder computations are run asynchronously (and potentially on
the main thread) in-between simulation turns, thus reducing
pathfinder-related lag considerably in common cases.
To make this most efficient, the number of paths computed during a turn
via MaxSameTurnMoves is reduced from 64 to 20.
This has a hard dependency on the obstruction manager (via the vertex
pathfinder) not being modified in-between simulation turn (or to put it
more generally on the simulation state not changing outside of turn
computation), otherwise results will be non-deterministic and go OOS.
This is currently entirely safe (as in, it indeed does not happen that
the simulation state changes in-between turn), but future work towards
improving simulation sandboxing would be good.
Thanks to Kuba386 for maintaining & improving the patch in 2020
Thanks to everyone who tested the various iterations of this patch.
Fixes#4324
Differential Revision: https://code.wildfiregames.com/D14
This was SVN commit r25657.
Tasks are simple callables (e.g. lambdas), and can be pushed with 2
priority levels. Pushing a task returns a future.
Futures can be waited on, can return results, and can be cancelled
deterministically. Futures can also not be waited on.
This gives 'hardware concurrency - 1' threads to maximize CPU usage in a
work-stealing workflow.
Reviewed by: vladislavbelov
Refs #5874
Differential Revision: https://code.wildfiregames.com/D3848
This was SVN commit r25656.
Prepare time is the time between an attack order and the arrows actually
flying.
Archers go from 500ms to 800ms standard, making them slower to fire than
other ranged units, and making them slightly harder to micro against
e.g. raids.
Javelineers go from 750ms to 400ms, for the opposite effect.
Crossbowmen, as a 'special' feature, get 200ms, meaning they fire their
first volley really fast despite their long repeat rate.
This also standardizes all javelineer units to have 1250ms repeat time.
Differential Revision: https://code.wildfiregames.com/D4050
This was SVN commit r25655.
The terrain update introduced large actors for both small and large
stone and metal actors. This replaces the small ones by the appropriate
small actors.
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4057
This was SVN commit r25654.
This makes it easier to have more forests with fewer trees, or fewer
larger forests.
Differential Revision: https://code.wildfiregames.com/D4059
This was SVN commit r25653.
Add some retro-compatibility to avoid issues.
First reported by: gameboy
Differential Revision: https://code.wildfiregames.com/D4066
This was SVN commit r25651.
Issue spotted by kalimaps
Reviewed by: wraitii
Code parts by: wraitii
Differential Revision: https://code.wildfiregames.com/D4043
This was SVN commit r25646.
In case mod is missing some required field, for example label or version
for some reason, mod page would stop functioning.
Adding default to empty string in list and filter.
Differential revision: D4028
This was SVN commit r25639.
This allows switching to the gamesetup, with a harcoded map, from the
campaign screen. Lets player sets up a few things (e.g. their civ &
favorite AI), which can be convenient for some simple campaigns that
lack options.
Differential Revision: https://code.wildfiregames.com/D4039
This was SVN commit r25636.
Since it is very non-trivial to determine which mods change checksums
and which don't, this relies on modder goodwill (and on verification on
our end for signed mods).
The declaration is an optional "ignoreInCompatibilityChecks" boolean in
mod.json
Also rework slightly the MP lobby mod display to always show the host
mods in a clear manner.
Differential Revision: https://code.wildfiregames.com/D3968
This was SVN commit r25634.
Fix some language elements, add some details, and update to SVN specs.
Make the window wider to have the first phrase take a single line in
English/most languages hopefully.
Differential Revision: https://code.wildfiregames.com/D4049
This was SVN commit r25633.
The champions these structures built were not very usable in practice
because of their limited build rate.
Apadanas are a special case since they grant resources, their limit is
increased to 2 and their resource rate divided by two (this reduces
their economic impact early on, but increases their potential military
impact).
The preferred solution would be giving apadanas a pop count, but that
does not work very well right now given that they grant resources and
can still be built.
Patch by: Valihrant
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3897
This was SVN commit r25627.
Refs 42c70cd508, be286d4345, refs #5106
The introduction of "turn time" in A24 has been pointed out as a
gameplay change that made rushing less viable, and made the game more
turtley overall. Combined with other changes in the same direction, this
was seen by several top MP players as a step back.
Increasing turn times to 14 for infantry makes them somewhat irrelevant,
and a value of 10 for cavalry makes them noticeably more reactive while
keeping a little speed debuff.
Champions have a lower value, and heroes keep their lower values still
to prevent a reintroduction of 'dancing'.
Patch by: Valihrant
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3971
This was SVN commit r25626.
It was underpowered and too costly.
Patch by: borg`
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3698
This was SVN commit r25625.