Remove unused (wrong copy&paste) includes from 86fcf0de8c in
JSInterface_ModIo.*, initially hinted at by leper.
Remove a forward declaration in JSInterface_Console.h that should have
become an include with 4b1297b328, because CxPrivate must be declared
before its reference too.
Remove a forward declaration in JSInterface_Mod.h from 64bfa089af that
should have been the include added in af03c72f76 which in turn omitted
to remove this forward declaration.
Remove a forward declaration in Renderer.h that became unused with
1ddd24bb8c.
Differential Revision: https://code.wildfiregames.com/D1470
Reviewed By: Itms
This was SVN commit r21788.
Packable units should pack in the attack order after the standground
check, and they should pack before chasing.
Reported by: bb
Comments by: mimo at D1458
This was SVN commit r21784.
Remove unneeded, slightly different sinkrate from the hellenic epic
temple.
Differential Revision: https://code.wildfiregames.com/D1467
Baed on patch by: Nescio
This was SVN commit r21783.
The check should have been in there for mods (garrisonable CCs) since
the first version, but it was needed the hard way by units becoming
targets in 76d648349d.
This was SVN commit r21782.
Also avoids some unneded player entity aura cleans.
Differential Revision: https://code.wildfiregames.com/D1453
Reported and comments by: fatherbushido
Reviewed By: temple
refs #5099
This was SVN commit r21779.
As demonstrated by Dizaka, it allowed players to win a game by deleting
all buildings, sending one unit across the map and having the enemy get
defeated by the double gaia count.
It also means that players that still have buildings but no CCs/Wonders
are targetted by elephants.
This was SVN commit r21777.
At most send an attack order for one target before patroling
(targetCount),
because adding further targets can end in the gaia unit being blocked
and slaughtered by the player without difficulty and
because the mechanism isn't as relevant for ships as it was envisioned
to be (since most ofen the 3 closest ships already are in the same
location).
Patch By: (-_-) aka smiley
Differential Revision: https://code.wildfiregames.com/D1449
This was SVN commit r21767.
mod.io is a new platform for sharing mods, that 0 A.D. can make use of
in order to download mods and install them.
Based on patch by leper, numerous changes from s0600204, vladislavbelov,
Imarok, elexis, temple and myself.
Differential Revision: https://code.wildfiregames.com/D1029
This was SVN commit r21759.
Place more mines on nomad in the fertile land.
Chose better fitting templates for the fertile land.
Alternate passage locations, so the gameplay purpose of the irrigation
canals is met (increasing the distance between opponents).
Increase the size of the city on larger maps.
Don't have bumps near gates.
This was SVN commit r21743.
because they can open the lobby as a dialog while replaying the game in
this release.
Differential Revision: https://code.wildfiregames.com/D1237
Patch By: fpre / ffffffff
This was SVN commit r21742.
Discovered by Undying Nephalim.
Investigated by s0600204
Reviewed by: s0600204
Differential Revision: https://code.wildfiregames.com/D1455
This was SVN commit r21736.
Have strongly garrisoned buildings in the city capturable to incentivize
players to break the walls.
Use "probabilistic rounding" for unit counts, so that on a 1v1 with a
normal mapsize on medium difficulty,
don't round to 0 elephants per stable in the first wave as it is too few
and
don't round to 1, because that were too many.
Place Sentry towers in easy difficulty instead of none.
This was SVN commit r21735.
Make their decaying faster too so they do not stay too long under the
ground for no reason.
Leave it some time still so players can still have an idea on how many
dead units are there.
This was SVN commit r21732.
This also reduces the attackercount slightly, because gaia is now
excluded when counting players.
PlayerManager.GetActivePlayers helper function.
This was SVN commit r21730.