The Ptolemy have not used it since A21, and Kushites have a better
Nubian archer.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3415
This was SVN commit r24695.
Wrong assumptions on reviewing 2627714c07 and 7f7a3edfae made it such
that non-capture attacks did not play a being-attacked sound anymore.
We only want a different sound when being captured.
Differential revision: D3408
Tested by: @Stan
This was SVN commit r24694.
Since wonders already have many bonuses by default.
This merges the two population auras to one that increases the
population cap after researching the technology and instead of flat +50,
it now is relative: +20%.
Patch by: @Nescio
Differential revision: D2951
Reviewed by: @Palaxin
Comments by: @badosu, @borg-,
Reservations by: @bb, @Freagarach
This was SVN commit r24692.
- Remove movement speed technology, which was a straight trade bonus.
- Buffed health tech from +2 armour to +50% HP, moved to town phase,
made costlier.
- Changed gain of trade techs to +15% each.
The intent is to slightly reduce the snowballing effect from trade
techs.
Patch by: Nescio
Comments by: borg-
Differential Revision: https://code.wildfiregames.com/D3357
This was SVN commit r24690.
All animals have the default resistance of 1H/1P/1C. This makes macemen
able to kill them again.
Damage has been reduced on some templates.
HP has been reduced across the board.
Fix the goat cost with respect to other domestic animals after
D3301/082bd8bd44.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3397
This was SVN commit r24689.
#5932 reported a segfault. The direct cause is an infinite loop in
Order.Repair in a formation controller.
There are multiple issues at play here, but the core problem is that the
controller has been marked for destruction, but remains alive over the
turn and UnitAI timers can fire. This leads to an unexpected state that
triggers an infinite loop.
To avoid this problem, immediately switch the formation controller to a
clean state when it's being disbanded.
Fixes#5932
Differential Revision: https://code.wildfiregames.com/D3410
This was SVN commit r24688.
- Make the library a Ptolemaic exclusive. The tech discount is 15%
unstackable.
- Enable Theater for Ptolemy & Seleucid, tweak stats.
- 'Hellenistic Metropolis' is now in the Civil Centre, and no longer
affects military colonies/crannogs.
- The Ptolemaic lighthouse no longer reveals all shores, instead simply
has a very large vision range. It's moved to City Phase.
- The Carthaginian super dock is moved to city pahse as well.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3350
This was SVN commit r24687.
This patch will:
- Pass `gameRegisterStanza` to `playerAssignmentsControl` constructor.
- Remove handlers for `onClientJoin` and `onClientLeave` from
`gameRegisterStanza` class.
- Call `gameRegisterStanza` method `sendImmediately` only once after
all handlers have run and after updating g_PlayerAssignments .
- Remove from `gameRegisterStanza` the dependency on
`playerAssignmentsControl` since the `onClientJoin` and `onClientLeave`
handlers are removed.
Reviewers: Angen, wraitii
Accepted By: wraitii
Trac Tickets: #5929, #5933
Differential Revision: https://code.wildfiregames.com/D3406
This was SVN commit r24686.
Siege engines are faster to destroy than to capture. As such, capture as
a default is annoying, since it's not the best tactical choice.
Unfortunately, fixing this for now means removing "Capturable" from
siege engines.
Rams/Siege towers retain 50 Pierce Armour, others get 25.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D2493
This was SVN commit r24685.
Network settings must be synchronised when the map selection is
submitted. Fixes ae9ea5b859.
Reported by: Imarok
Differential Revision: https://code.wildfiregames.com/D3405
This was SVN commit r24684.
This was removed originally in D3264/eb1163b872.
It made early-game aggression less viable.
Approved By: FeldFeld, borg-, ValihrAnt
Differential Revision: https://code.wildfiregames.com/D3401
This was SVN commit r24680.
This unique technology for heroes was not useful.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D2939
This was SVN commit r24679.
It was occluding the input field when saving, and the border in any
case.
Reported by: nifa
Differential Revision: https://code.wildfiregames.com/D3383
This was SVN commit r24677.
(setting waypoints to more than 2 markets still does not work properly,
but it also did not in A23).
Fixes#5923
Differential Revision: https://code.wildfiregames.com/D3400
This was SVN commit r24676.
In the case that a player started or aborted researching a phase
technology, a
blank line was being added to the chat history of the player in question
and
any mutual ally or observer, where the player, ally, or observer had
their
`gui.session.notifications.phase` setting at the default value of
"completed".
This was happening because in the above case the returned value of
`ChatMessageFormatSimulation.phase` class's `.parse()` method is `{text:
""}`.
Related a3eccc043dFixes#5921
This was SVN commit r24671.
Carry capacity changes triggered 4x recomputation of gather rates
(because modifiersManager isn't as efficient as it can be), and this was
slow enough to matter. This reduces the work sufficiently to not matter
much.
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3373
This was SVN commit r24670.
Since champions have been moved to barracks, researching unlocking
technologies became the must in order to train them.
Therefore:
Specificaly research `unlock champion` technologies.
Increase priority of minor techs to 250.
Remove some duplicated checks.
Differential revision: D3380
Reviewed by: @wraitii
This was SVN commit r24669.
Some keys have multiple names that they may be identified by in config
files,
such as the Escape key which may be identified by either "Esc" or
"Escape", or
the number-pad keys which may be identified with a name in the form
"Num{xxx}"
(e.g. "NumMinus") or the alternate "Keypad {x}" (e.g. "Keypad -").
The alternate names were not being picked up and formatted correctly
when
displayed in tooltips. Now they are.
Accepted By: wraitii
Differential Revision: https://code.wildfiregames.com/D3358
This was SVN commit r24668.
There was a Z-conflict since the addition of the hotkeys button.
Patch by: ffffffff
Fixes#5928
Differential Revision: https://code.wildfiregames.com/D3393
This was SVN commit r24667.
Since it affects gameplay also in a negative way (units wandering off
farther) and that entities with already high vision range benefit much
more than those with smaller vision ranges (the area is pi times radius
square).
Patch by: @borg-
Differential revision: D3365
Reviewed by: @Nescio, @wowgetoffyourcellphone
Comments by: @Freagarach, @wraitii
This was SVN commit r24659.
Due to the new way attack ranges are calculated (d0fc8ff67d), structures
can shoot significantly further, making raiding much harder.
This patch lowers the maximum attack range of archers and structures
from 70 to 60, and of slingers from 50 to 45 (javelineers keep 30), as
requested by @Feldfeld and @ValihrAnt. It also reduces the vision range
of defensive structures and artillery accordingly.
Patch by: @Nescio
Differential revision: D3381
Reviewed by: @wraitii
Informally accepted by: @borg-
Comment by: @Angen
This was SVN commit r24658.
Having some civs able to train their champions at the barracks, others
at (not too expensive) specific structures and some only at the (still
expensive) fortress is neither consistent nor balanced.
Patch by: @Nescio
Differential revision: D3384
Reviewed by: @borg-
Idea approved by: @wraitii
This was SVN commit r24657.
Changes from Cost and Build time to Cost and Health, for that is less
complicated.
Patch by: @borg-
Differential revision: D3355
Reviewed by: @Nescio
Comments by: @Freagarach, @wraitii
This was SVN commit r24655.
D3269 / 1649a8c221 made Mercenaries unable to gather. Ptolemies
Javelineers are mercs, so thy now had a non-gatherer starter unit,
putting them at a disadvantage.
This swaps the Merc javelineer with the slinger to correct for that.
Patch by: Nescio (for Stockfish0ad)
Differential Revision: https://code.wildfiregames.com/D3378
This was SVN commit r24649.
This patch fixes a few oversights:
* When redoing D3287, a typo slipped in, spotted by @borg-: “wood”
instead of “food”.
* From the same patch, @Angen suggested to change a technology name,
from “Metal Shield” to “Metal Rim”.
* When redoing D2494, I missed that the ptol polybolos has a third less
reload time; as a consequence its damage per second is now 50% higher
than that of other bolt-shooters; this patch fixes that by adjusting its
damage.
* Likewise, D3235 adjusted archer attacks but omitted the crossbowman,
which currently has half the base damage of its champion counterpart but
three times the reload time, which means its damage per second is only
one-sixth the archer's; this patch raises its base damage sixfold to
give the crossbowman the same damage per second as the archer.
Patch by: Nescio
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3375
This was SVN commit r24646.
d0fc8ff67d / D2759 make buildRestriction distances take obstruction
sizes into account.
This requires AI adjustment, which wasn't done then.
Differential Revision: https://code.wildfiregames.com/D3364
This was SVN commit r24643.
This puts them on-par with champion infantry.
Patch by: @Nescio
Differential revision: D3372
Reviewed by: @borg-
Comment by: @wraitii
This was SVN commit r24640.
Since they don't have much bonuses (structure health, stronger female
citizens) to stand up against two penalties (no stone walls and this).
This removes the population penalty; other civilisations have better
bonuses but no such penalties.
Besides, Sparta was larger than other city states in ancient Greece,
both in terms of area and army size.
Patch by: @Nescio
Differential revision: D3376
Reviewed by: @borg-
This was SVN commit r24639.
- axemen, macemen, swordsmen: 3.5 -> 3
- spearmen: 4.5 -> 4
- pikemen: 7 -> 8
In single combat or small numbers the effect of this patch is probably
negligible; however, in large groups more pikemen could hit a single
target. Given that pikemen have by far the lowest damage per second,
increasing the range differences won't hurt.
In reality pikes were two to three times as long as spears, and up to
six pikes extended in front before an opponent could touch the first
pikemen, so this improves historical realism too.
Patch by: @Nescio
Differential revision: D3080
Reviewed by: @borg-
Comment by: @wratiii
This was SVN commit r24638.
Now that rams are available to all civs, it's no longer necessary for
elephants to keep having the same amount of crush damage as rams.
This patch therefore reduces their crush damage by 20%, but raises their
hack damage by 50%, making them less effective vs structures but better
against units.
Patch by: @Nescio
Differential revision: D3371
Reviewed by: @borg-, @wraitii
This was SVN commit r24637.
A frequent complaint is that ranged troops are too effective in 0 A.D.
They're supposed to die quickly, however, they get the same resistance
increases as melee troops. This limits the advanced and elite resistance
bonus to melee only (thus also excluding healers) and reduces the
resistance of ranged champions and heroes by two levels, to stay in pace
with their elite counterparts.
As a consequence, nothing changes for basic ranged troops, but advanced
are about 11% easier to kill, and elite, champion, and heroes about 23%.
Patch by: @Nescio
Differential revision: D3369
Reviewed by: @wraitii
Comment by: @borg-
This was SVN commit r24636.
Mercenaries:
- Can't gather but can build structures.
- Cost 60% less food, neither wood nor stone, but metal.
- Less training time.
Patch by: @Nescio
Differential revision: D3269
Reviewed by: @borg-, @wraitii
This was SVN commit r24635.
The carnyx was a long, bronze, Celtic trumpet and used on the
battlefield; its sound would intimidate opponents.
This patch introduces a trainable infantry champion for the carnyx-using
actor, at the assembly, and adds a generic template and an aura file,
which lowers the attack damage of nearby enemy soldiers a bit.
While it has an aura that could make a difference, it has no training
restrictions (unlike heroes); to compensate for that, it has a higher
cost, less resistance and less attack damage than other champions. If it
turns out to make the Gauls too strong, its values can be adjusted in
the future.
Having this (historically attested) unit would make the Gauls less
similar to other civs.
The specific name was suggested by @genava55 on the forums.
Icon adapted by @Stan from @niektb.
Original patch by: @Stan
Redone by: @Nescio
Differential revision: D3320
Reviewed by: @borg-
Comments by: @Freagarach
This was SVN commit r24634.