`target` did not always exist, thus raising errors when patrolling or
guarding.
Fixes concern raised by @Freagarach at 4bed678194
Reported By: Freagarach
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D2883
This was SVN commit r23846.
This adds a new mode to modifications called "tokens" which allows
clever token parsing.
Technologies, auras and modifiers in general can use this to switch out,
add or delete tokens dynamically.
Currently implemented are production and builder queue tokens.
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D270
This was SVN commit r23843.
The 'Hellenic Architecture' bonus for Greek civilisations increased
health and capture points slightly, but also build time.
Because it is active from the start, it ended up being a large economic
debuff that made these civilisations less competitive.
The build-time increase is removed so "Hellenic Architecture" is now a
pure bonus.
Patch by: Feldfeld
Accepted By: wraitii, borg-
Differential Revision: https://code.wildfiregames.com/D2839
This was SVN commit r23840.
Rome was unable to build palisades (presumably as it had unique access
to the somewhat comparable Siege Walls).
This however made Rome unable to build walls in Village Phase, and
restricting access to palisades makes little historical sense.
Patch by: Nescio
Accepted By: ValihrAnt, borg-, Lionkanzen
Differential Revision: https://code.wildfiregames.com/D2741
This was SVN commit r23839.
Seleucid armies used cavalry alongside pikemen, making the unit
versatile.
Depending on other balancing changes, this may be revisited later.
Patch by: Nescio
Accepted by: borg-, wraitii
Differential Revision: https://code.wildfiregames.com/D2858
This was SVN commit r23838.
Reduces build time of most buildings (except Barracks), and standardize
costs better across civs.
Furthermore, tooltips are updated and <Identity> nodes ordered as listed
in Identity.js.
Patch by: Nescio
Accepted by: borg-, wraitii
Differential Revision: https://code.wildfiregames.com/D2821
This was SVN commit r23837.
The Gauls were part of well-connected trade networks in ancient times.
Their exports mainly centered on slaves, mercenary, and military
equipment.
As such, a team bonus reducing blacksmith costs makes much more sense
than one reducing technology research time (particularly since the
historical justification for the existing team bonus was... thin).
Patch by: Nescio
Approved by: borg-, ValihrAnt, wraitii
Differential Revision: https://code.wildfiregames.com/D2669
This was SVN commit r23832.
'Hack' melee units had a preference towards Siege units. This made them
awkward to use in some fights.
PreferredClasses is not intended to remove Micro from the player's hand
but to prevent units from attacking unlikely targets (e.g. ships for
land units).
As such, this reworks PreferredClasses so that:
- Ranged & Spearmen/Pikemen (which deal Pierce damage) target Human
units, against which they are reasonably effective.
- Other units target either Human or Siege units with no particular
preference (Unit+!Ship).
This further specifies the preferred classes for all base templates for
easier modification, since extending this list (ordered by priority) is
tricky.
Patch by: borg-
Reviewed By: Nescio, wraitii
Differential Revision: https://code.wildfiregames.com/D2851
This was SVN commit r23831.
This was missing in 62f07098ea.
Based on a patch by: luiko
Also reported by: serveurix
Tested by: Freagarach
Fixes#5750
Differential Revision: https://code.wildfiregames.com/D2172
This was SVN commit r23830.
This is a major buff to their anti-ram capabilities and thus to their
viability in general.
The historical background for this unit is an elite corps of Thracians
under Philip V of Macedon.
Patch by: Nescio
Approved by: borg-, badosu, wraitii
Differential Revision: https://code.wildfiregames.com/D2872
This was SVN commit r23829.
Wonders cost food previously, which is not in line with their look or
other buildings.
Their healing aura is removed to make the slightly easier to capture.
Kushites pyramids are adjusted slightly, and the monumental architecture
tech moved to the CC to match the Persian.
Patch by: Nescio
Accepted By: borg-, Feldfeld
Differential Revision: https://code.wildfiregames.com/D2686
This was SVN commit r23824.
If one mod is not signed or broken in any other way, mod.io downloader
fails and does not display any mod.
The problem with unsigned mod is that its metadata are empty.
That means one cannot break mod io downloader with mods having invalid
data.
mark mod as invalid and display in list as disabled and display reason
instead description to not spam ugly error messages on screen as this is
not error by the game but of the moder
report failed signatures back to list of mods
fail if property is not set using strict mode when getting from js
check in js for undefined values
Allow to filter only valid mods.
Differential Revision: https://code.wildfiregames.com/D2114
Reviewed by: @ItmsFixes: #5459
This was SVN commit r23821.
Attack strengths for citizen soldiers is increased, making it easier to
capture in the early game.
Hero capture points reduced to align them with their attack multiplier.
Patch by: Nescio
Reviewed By: borg-, wraitii
Differential Revision: https://code.wildfiregames.com/D2847
This was SVN commit r23820.
Techs which enabled training advanced/elite mercenaries directly also
increased the train time of those units.
It is more consistent and more maintainable to increase the train time
in the advanced/elite tech.
This does not affect promoting units since those are not trained.
Also rename and use a consistent order.
Patch by: Nescio
Reviewed By: borg-, wraitii
Differential Revision: https://code.wildfiregames.com/D2865
This was SVN commit r23818.
For those lucky enough to have screens with a high enough resolution to
display
a chosen civilisation's tree in its entirety, the Structure Tree page
now
determines the minimum space necessary to do so, and sizes itself
accordingly.
(e.g. The page no longer scales to fill the entire screen.)
For those on lower resolution screens, the page now takes up slightly
less space
vertically.
This was SVN commit r23813.
Formation were reshaping in cases where they should not (such as when
the controller is waiting on members).
This made them look very odd for some orders.
This also cleans up held positions for formations somewhat.
Also:
- ed54ad3486 fixed units not facing correctly after a formation-walk.
The fix is correct, but we can actually make it slightly more
self-contained by moving everything in `leave`. Also clarify comments.
- This fixes some very broken code in 4ca448a686 in
FORMATIONMEMBER.WALKING.MovementUpdate. It never errored because
formation controllers weren't moved out of the world before.
Reviewed By: Angen
Fixes#5443
Differential Revision: https://code.wildfiregames.com/D2763
This was SVN commit r23806.
As a result, any player that captures an embassy (including Blemmy camp
or Nuba village) can train these mercenaries there, while preventing
them from building structures they shouldn't have access to.
Differential Revision: https://code.wildfiregames.com/D2536
Patch by: @Nescio
Reviewed by: @Angen
Agreed by: @ValihrAnt, @borg-
This was SVN commit r23802.
Lower repeat rate of spear cavalry so it does not look like attacking in
slow motion and lower attack damage as well to compensate speeding up
attack.
Differential Revision: https://code.wildfiregames.com/D1365
Patch by: @temple
Reviewed by: @wraitii, @Angen
Agreed by: @ValihrAnt, @Lionkanzen
Comments by: @badosu
This was SVN commit r23801.
Decrease the health gain to 10%. (20% health + 1 armour);
Increase the crush damage for axemen as well (Previously they only got a
penalty)
Patch by: @borg-
Reviewed by: @Nescio, @Feldfeld, @badosu
Differential Revision: https://code.wildfiregames.com/D2792
This was SVN commit r23800.
Replace two slashes (“/”) with “or” and another with “and” to reduce
ambiguity
Replace “Enter/Return” with “Enter (Return)”
Patch by: @Nescio
Reviewed by: @Gallaecio, @Stan
Differential Revision: https://code.wildfiregames.com/D2570
This was SVN commit r23799.
SpiderMonkey uses UTF16 internally, and only provides APIs for that
encoding, so stop hacking UTF8 strings: properly convert them to and
from UTF16 when passing them through SM.
Patch By: wraitii
Differential Revision: https://code.wildfiregames.com/D2838
This was SVN commit r23795.
Patch By: pcpa and wraitii
Tested By: Nescio, andy5995 and others
Differential Revision: https://code.wildfiregames.com/D2745
This was SVN commit r23794.
This gives Kushites more interesting gameplay options, and is consistant
with other mercenary camps.
Kushite mercenaries lived outside of the core Kushite territory, thus
giving a historical ground to this change.
Accepted by: ValihrAnt, borg-, scythetwirler, Angen, badosu, sundiata
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D2534
This was SVN commit r23793.