Autoqueue can ignore entity limits like Heroes, because AddItem does not
check for them, only commands.js. This changes that, fixing the
autoqueue.
Reported by: Player of 0AD
Tested by: langbart
Refs #6213
Differential Revision: https://code.wildfiregames.com/D4133
This was SVN commit r25753.
The Reference Suite (Structure Tree, Civ Info, Viewer) wasn't taking
into
account civilization- or team-bonus auras when calculating entity stats.
This wasn't really a problem (for Vanilla 0AD) prior to a18d97b047, as
civ-bonus auras don't exist in Vanilla 0AD, and our team-bonus auras
didn't
apply to the owning civ before that change. Now they do, the Suite needs
to
take them into consideration.
Differential Revision: https://code.wildfiregames.com/D4093
This was SVN commit r25751.
They were all set to hidden-by-default as part of b7ff371d00, only there
wasn't anything to tell them to unhide when we actually want them. This
commit
fixes that.
Differential Revision: https://code.wildfiregames.com/D4114
This was SVN commit r25750.
Following 40cbde1925, the minimum pushing force is 0.2. This also
happens to be the maximum pushing force any pair of units can exert on
each other, so they can freely overlap instead of being pushed.
This tweaks settings slightly to fix that problem.
Reported by: marder
Differential Revision: https://code.wildfiregames.com/D4129
This was SVN commit r25748.
Introduced in 40cbde1925
MoveToFormationOffset may be called after the formation controller is
reset, leading to issues. It seems best to trust only
SetMemberOfFormation.
This causes the speed glitch experienced by wow & Valihrant.
Differential Revision: https://code.wildfiregames.com/D4128
This was SVN commit r25747.
The structTree, in case of errors, could have enough items to draw to
trigger an OOM failure in the Arena allocator.
This fixes that by hiding elements by default and some c++ memory
optimisation (mostly, this should make all platforms take the same
memory footprint for VisibleObject).
Discussed with vladislavbelov and s0600204
Differential Revision: https://code.wildfiregames.com/D4114
This was SVN commit r25746.
Redo 09a33b6626.
When the host set te 'best for mp' mapfilter and a non-default maps,
ordering issues bugged things out.
This handles things slightly better.
Fixes#6208
Differential Revision: https://code.wildfiregames.com/D4121
This was SVN commit r25741.
The .png get converted to .dds and they failed to load. Use a custom
CacheLoader since that's lightweight enough and avoids having to hack
into the texture manager.
Thanks Stan for testing
Differential Revision: https://code.wildfiregames.com/D4119
This was SVN commit r25738.
The game is slightly over 3G now.
This doesn't affect the actual DMG size, just the maximum size we can
write into it.
Differential Revision: https://code.wildfiregames.com/D4118
This was SVN commit r25737.
As no default values got set, some game settings became NaN, which
triggered exceptions.
This sets sane default.
This also includes better debugging logic in case of exception, so it's
easier to know what happens.
Fixes#6200
Reported by: langbart
Differential Revision: https://code.wildfiregames.com/D4113
This was SVN commit r25736.
This is unexpected and does not seem particularly useful/sensical.
Patch by: pszemsza
Fixes#5214
Differential Revision: https://code.wildfiregames.com/D3929
This was SVN commit r25733.
- Settings weren't sent to the server when mapfilters change.
- Because of ordering issues, the 'multiplayer' mapfilter would be
activated at the wrong time and things would go haywire.
- Likewise, selecting a non-default map with a non-default filter
wouldn't work well.
Fixes#6208
Differential Revision: https://code.wildfiregames.com/D4111
This was SVN commit r25731.
Formation controllers that were about to be destroyed could bug out.
It's plausible this bug would also happen with regular units, but
couldn't reproduce.
Differential Revision: https://code.wildfiregames.com/D4110
This was SVN commit r25730.
Follows 9a3da390b9 / b5bbed4690.
Forge technologies are cheaper in A24, but still too expensive to use
directly, making the forge not immediately useful.
This changes the technologies from 2 levels to 3, and further decreases
costs.
Instead of 600/400 then 900/600, costs are 200/100, 350/250 then
500/400. This makes the Town Phase techs immediately accessible, and
lengthens impact of City Phase with stronger late techs.
Iberians and Mauryas had a special "wootz steel" tech that gave
swordsmen +20% damage, this is folded into the 3rd level. I have not
changed the effect because the tech was cheap, but we shall see.
Patch by: Nescio
Comments by: borg-, Valihrant
Differential Revision: https://code.wildfiregames.com/D3679
This was SVN commit r25726.
Increases consistency, unlikely to be overpowered. Temple and Fortress
were considered but found risky of being too strong.
Patch by: langbart
Differential Revision: https://code.wildfiregames.com/D3994
This was SVN commit r25725.
Their lowered prepare time (since c78ead79e6) makes them too good at
hit-and-run, they should be slower since a crossbow is encumbering.
Accepted By: ValihrAnt
Differential Revision: https://code.wildfiregames.com/D4096
This was SVN commit r25724.
When switching scenarios, teams should always be reset.
Do nothing in skirmish mode.
Reported by: Stan
Differential Revision: https://code.wildfiregames.com/D4104
This was SVN commit r25723.
Elephants go from 2150 real HP to 2100 against Hack and 1700 against
Pierce.
The intention is to make them more vulnerable to range (and somewhat
spearmen as well).
Suggested by: Valihrant
Differential Revision: https://code.wildfiregames.com/D4058
This was SVN commit r25721.
This overall decreases the deathball effect from units walking to each
other a bit.
- Fix formations - this cleans up a UnitMotion hack for formations,
making it possible to increase pushing ranges without breaking closely
knit formations like testudo.
- Make MINIMAL_PUSHING and the MOVE_EXTENSION configurable, and add a
STATIC_EXTENSION as well.
- Increase the pushing range significantly, making units sparser.
Differential Revision: https://code.wildfiregames.com/D4098
This was SVN commit r25708.
- Rename to subalpine to fit the theme better & tweak tooltip
- improve the shore textures
- remove the snow dir texture which contrasted too heavily.
Differential Revision: https://code.wildfiregames.com/D4027
This was SVN commit r25701.
- Change the grass actor, which was too lighting dependent and heavy on
performance
- Change the main terrain texture which was quite noisy
- Change shore textures to be more seamless.
Based on a patch by: marder
Differential Revision: https://code.wildfiregames.com/D4025
This was SVN commit r25700.
Switch some logic from C++ to JS in PREGAME for player assignments. Refs
#3049Fixes#6204
Reported by: Imarok
Tested By: Imarok
Differential Revision: https://code.wildfiregames.com/D4092
This was SVN commit r25699.