Gates can be garrisoned like regular wall pieces now, which looks nice.
Different civs have different amount of entities that can be placed due
to differneces in their actors:
- 4: brit, gaul, maur
- 5: sele
- 6: kush, pers
- 8: athen, cart, iber, mace, spart, roman siege wall gate
- 10: ptol, rome
Patch by: @Nescio.
Differential Revision: D2760
Informally accepted by: @badosu, @borg-, @genava55.
This was SVN commit r24020.
Medium walls now have four slots up from three.
Long walls now have eight slots up from five.
This looks nice and improves realism by making walls a tad easier to
defend.
Patch by: @Nescio.
Differential Revision: D2783
Idea accepted by: @genava55, @borg-.
This was SVN commit r24019.
Outposts ought to be used to get more vision, not as an accessory to
rushing.
Technologies were not very potent and hardly ever researched.
Patch by: borg-
Reviewed By: Nescio, wraitii
Differential Revision: https://code.wildfiregames.com/D2933
This was SVN commit r24016.
City Phase economic technologies gave +50% gathering rate increases, on
top of the pre-existing ones, which was such a huge bonus that players
could never recover from being late.
This patch balances techs so that Village and Town phase technologies
are stronger, and City phase not so potent.
Research times also increase with each phase.
Patch by: borg-
Reviewed by: wraitii, badosu
Differential Revision: https://code.wildfiregames.com/D2916
This was SVN commit r24015.
Ranged units are more durable, and generally stronger than melee units
currently.
Making them promote slower (+25%) slightly reduces the gap.
Patch by: borg-
Reviewed By: wraitii, genava55, badosu
Differential Revision: https://code.wildfiregames.com/D2899
This was SVN commit r24014.
Having two technologies was too strong a bonus.
Patch by: borg-
Reviewed By: Nescio, wraitii
Differential Revision: https://code.wildfiregames.com/D2966
This was SVN commit r24012.
Splash falloff was calculated using centre-to-point distance, where
nearest-edge to nearest-edge ought to have been used.
Use DistanceToPoint to correct for that.
Make sure the damage multiplier cannot go negative.
Remove GetUnitSize in favour of GetSize.
Reviewed By: bb
Differential Revision: https://code.wildfiregames.com/D2963
This was SVN commit r24010.
The Maurya elephant archer is a fast moving citizen soldier, despite
being unable to gather.
This led to an issue post 164af0742a.
Reviewed By: bb
Fixes#5800
Differential Revision: https://code.wildfiregames.com/D2962
This was SVN commit r24009.
Also don't try to calculate more when we are damaged with zero (`0`)
amount.
Differential Revision: D2981
Reviewed by: @Angen.
This was SVN commit r24006.
Fixes the ordering of arguments in HandleAttackEffects by StatusEffects.
Fixes wrongly written effectType.
Differential Revision: D2977
Reviewed by: @bb.
This was SVN commit r24004.
The nodes in the templates ought to be sorted alphabetically as should
the modifications in technologies and auras. This makes that so.
(Also added the `Civ` to the Identity of template_formation, for it is
necessary although commented out.)
Differential Revision: D2976
Reviewed by: @Nescio.
This was SVN commit r24003.
- Renames Armour-node to Resistance.
- Support resistance against Capture.
- Puts resistance against effects in separate nodes.
- Some cleaning.
Differential Revision: D2229
Reviewed by: @bb (accepted), @wraitii.
Comments by: @Stan, @Nescio.
This was SVN commit r24001.
A blacksmith is a person, a forge is the blacksmith's workshop.
This renames templates and corrects simulation and sound files.
Patch by: @Nescio.
Differential Revision: D2971
Approved by @genava55, @Gallaecio, @wraitii.
This was SVN commit r23998.
Also cache calls to `cmpIdentity` to improve performance for multiple
bonuses.
Differential Revision: D2970
Reviewed by: @bb.
This was SVN commit r23993.
The "hawk" is actually a buzzard, so renamed.
Moved outside of the "gaia" folder so mapmakers can easily identify
between birds that cannot be interacted with ("birds" folder) and those
that *can* be interacted with ("gaia" folder) even though they may have
the same template name.
Patch by: @Nescio.
Differential Revision: D2254
This was SVN commit r23977.
This will prevent users who have an old NVTT installed on their system
from experiencing crashes. Other NVTT issues at runtime should be fixed
by clearing the cache.
Differential Revision: https://code.wildfiregames.com/D2765
This was SVN commit r23974.
Before the NVTT upgrade, no DXT1a file would have been properly decoded:
they would all have been mistaken for a 8bpp greyscale due to a logic
issue in our code, which would have triggered a crash. I did not notice
the logic issue when performing the upgrade. As a result, decoding those
files now fails silently: their alpha bit will be ignored and they will
be handled as DXT1.
This patch fixes the logic and allows us to decode DXT1a properly, in
accordance with the format specifications. Currently, we do not use this
format.
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D2522
This was SVN commit r23973.
- Custom fixes to coala: support python3.8 and recent versions of
cppcheck
- Adapt .coafile to current coala
- Adapt LicenseYearBear to current `svn` python package
- Move the linter configuration to the coala directory
- Remove the now unused lint-patch script
- Update Jenkins pipelines to report build stderr as a comment on Unix
(including warnings when the build succeeds), and to report lint issues
inline
Tested on Jenkins during the past week.
Differential Revision: https://code.wildfiregames.com/D2931
This was SVN commit r23971.
Fixes 5568bd4c16
`lastPos` isn't guaranteed to exist, though formations are most likely
required to make the situation happen in common gameplay.
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D2960
This was SVN commit r23970.
- Move nodes that are superseded in (practically) all children.
- Move footprints to specific children since most actors differ anyway.
Patch by: @Nescio.
Differential Revision: D2744
This was SVN commit r23963.