This moves:
- geology_metal_*.xml -> ore/*_small.xml
- geology_metal_*_slabs.xml -> ore/*_large.xml
- geology_stone_*.xml -> rock/*_small.xml
- geology_stonemine_*_quarry.xml -> rock/*_large.xml
To have folders per resource subtype as was already the case for fish,
treasures and ruins.
Patch by: @Nescio.
Differential Revision: D1010
This was SVN commit r24070.
This moves fruit templates to gaia/fruit/ and wood (tree) templates to
gaia/tree, thus sorting them by resource subtype, as is the case for
fish, ruins and treasures already.
Patch by: @Nescio.
Differential Revision: D1009
This was SVN commit r24069.
[Petra]Check against `undefined` when caching variables from templates.
Current check does not allow to read 0 and false values from templates
and represents them as undefined.
Forum link:
https://wildfiregames.com/forum/topic/29206-questions-on-ai-api3-template-handling/
Reported by: Teiresias
Patch by: smiley
Reviewed by: Angen
Differential Revision: D3010
This was SVN commit r24053.
Into:
- template_gaia_fruit*
- template_gaia_tree*
to have a template per resource subtype for consistency.
Removed also "Dead " and " Tree" from specific names and purged the
unused "ForestPlant"-class.
Patch by: @Nescio.
Differential Revision: D2990
This was SVN commit r24043.
After 34138a7764, if map specifies 0 as value in certain settings, this
value is ignored.
Fixing that by explicitly checking for undefined.
Differential Revision: D2982
Reviewed by: Freagarach
This was SVN commit r24037.
94c02ec33c deprecated the use of storing the gatherers on a per player
basis.
This removes it entirely thus saving a few useless calls and operations.
Refs #1387.
Differential Revision: D2755
Reviewed by: @bb.
This was SVN commit r24036.
Cheering as is done now is highly unfair and illogical. Cheering units
are immune to all damage for 2.8 seconds.
That means unit A attacking cheering unit B is wasting its attack and
doing 0 damage while taking damage from anyone attacking it (unit A).
That can save cheering unit with 1 HP from being killed what is not fair
to the attacker.
Changes:
removing immunity to damage while cheering
do not forcing cheering order so unit can respond to attacks
removing cheering from promotion
cheering after unit cannot find more targets(units) while in combat and
has nothing else to do
tell units around to cheer as well
Differential Revision: D1977
Reviewed by: Freagarach
Accepted by: goldie, borg-
Comments by: Stan, wraitii
This was SVN commit r24034.
Explicitly disallowed in the past (see ticket), it now becomes possible
to e.g. guard a catafalque with a hero and guard the hero with healers.
Refs #2034.
Differential Revision: D2732
Reviewed by: @Angen, @bb.
This was SVN commit r24033.
Summary:
As reported by @bb and @Angen , 375c319639 broke formation walking in a
few situations.
The issue is that f489ab3a16/D2871 requires formation members to get no
messages until the controller is stopped, but 375c319639 didn't use the
correct function (on account of a missed rebase), so members stopped too
early.
Reported by: bb, Angen
Reviewed By: bb
Differential Revision: https://code.wildfiregames.com/D3006
This was SVN commit r24029.
Current gui has no space for more structures/formations to be displayed
and some
civilisations are very close to hit this limit.
Alternative would be scrolling option or pages, but until then this is
acceptable solution.
Differential Revision: https://code.wildfiregames.com/D2875
Patch by: Nescio
Reviewed by: Angen, geneva55
Comments by: wraitii, Stan
This was SVN commit r24028.
Remove Champion class from siege functions related to melee elephants.
Improve mobile dropsite code by replacing Elephant class with Unit
class.
Remove code related to fact support elephants can build as it is not
case anymore.
Differential Revision: https://code.wildfiregames.com/D2964
Patch by: Nescio
Reviewed by: Angen
This was SVN commit r24027.
var -> let
comments - capital leters, dots
a:help - dots
spaces
Differential Revision: https://code.wildfiregames.com/D3001
Comments by: Nescio, Jenkins
This was SVN commit r24024.
Instead of disappearing inside an open structure, this lets garrisoned
entities show up on the platform of an outpost.
Also corrects some dimensions.
Patch by: @Nescio.
Differential Revision: D2986
Idea accepted by: @wraitii.
Reviewed by: @borg-.
This was SVN commit r24021.
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.