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.
12cceed3d9 broke meta-key releases. This fixes that.
Also fix a much older issue where pressing new keys would not release
less specific hotkeys.
Add tests.
Reported by: Imarok
Tested by: langbart
Fixes#5930Fixes#5927
Differential Revision: https://code.wildfiregames.com/D3396
This was SVN commit r24675.
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.
a4852c4c01 changed hotkeys to use scancode, but didn't change g_keys to
reflect that, and this could break hotkey release.
This fixes that by explicitly using scancodes. Note that we might want a
g_keys map in the future, but it seems un-necessary at the moment.
Also remove the last remnants of 'negated' hotkeys, which were disabled
following b995135138.
Tested By: OptimusShepard
Fixes#5922
Differential Revision: https://code.wildfiregames.com/D3379
This was SVN commit r24645.
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.
Following 9fc6c3c897, the OOS debugSerializer would try to serialize AI
objects entirely. This is extremely slow (might be an infinite loop in
some cases).
Instead, it should print the result of Serialize() in those cases.
(The original idea was that it would print more debugging information,
but in practice it seems to mostly print things that show up when
diffing but aren't actually sources of OOS, so essentially garbage).
Fixes#5917
Differential Revision: https://code.wildfiregames.com/D3361
This was SVN commit r24641.
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.
Fixes 5473393e30.
This:
- Puts RL code under the RL namespace to avoid name collisions
- Avoids usage of new/delete
- Adds more documentation
- Does general cleanup (const-correctness, move semantics, argument
types, early returns...)
Patch by: irishninja
Comments by: Vladislavbelov, wraitii
Differential Revision: https://code.wildfiregames.com/D2947
This was SVN commit r24631.
A pure stone cost makes it easier to research and more unique.
Patch By: borg-
Accepted By: wraitii, Nescio
Differential Revision: https://code.wildfiregames.com/D3356
This was SVN commit r24628.
Foundations were originally made conquest critical in 722578fdcd.
However, it remains rather frustrating that a player can evade defeat by
placing an unbuilt, uncommitted foundation. While allies can revive a
player with only a foundation, that cannot happen in 1v1, where it is
simply undue frustration, and the inconvenience seems greater than the
feature.
This thus removes them again from the conquest critical list.
Patch By: nephele
Differential Revision: https://code.wildfiregames.com/D2674
This was SVN commit r24624.