Use the maximum height of all cells of the current row.
Lobby games with empty servernames are not rendered weirdly anymore.
Patch By: Vladislav
Fixes#4402
This was SVN commit r19306.
Summary:
- currently a fully garrisoned small house (as gaul) decays when outside
territory while a big house (as athen) doesn't because of the
garrisoning capacity. I propose to prevent both from decaying by
decreasing by half their TerritoryDecay.DecayRate (as we may understand
that an invading influence will quickly spread through official
buildings, but not inside houses where people will follow their
traditions).
- futhermore, as all garrisoned structures, the garrisoned units inside
houses have a GarrisonRegenRate of 5, which imo is too big for houses
(specially that currently only support units can be garrisoned inside)
and could be decreased a bit, although keeping
maxGarrison*GarrisonRegenRate > TerritoryDecay.DecayRate to prevent the
decay. Going from 5 to 4 works (could also be further decreased if we
also further decrease the DecayRate).
- popBonus tech: there is currently a tech to increase the popBonus of
houses by 20% already available in village phase. But for village phase,
its price is quite high and it's better to build houses. So i propose to
switch it to town phase and to add another one at city phase so that
each phase upgrade will allow to improve this house popBonus
- finally, as we have a loom icon, better use it for the loom technology
from the houses
Reviewed By: elexis and fatherbushido
Differential Revision: https://code.wildfiregames.com/D220
This was SVN commit r19298.
Prevent these elephants from attacking structures, which can happen
incidentally if the animal is attacked by garrisoned arrows that were
meant to hit attacking players and because that is unexpected to players
and had been reported as a bug and cheating players.
Prevent them from attacking ships, because they can't reach them in most
cases.
Unifty their Attack stats that had neglible differences, besides the
missing Crush damage of the North African Elephant variant, forgotton to
make consistent in 4ca43e453e with 71108ff458.
Add the large passability class to the North African and Asian elephant,
which was forgotton by 1e79b3a8af.
This was SVN commit r19295.
Select in that order to account for players that occur in multiple
games.
Patch By: fpre (a.k.a. ffffffff)
Feature design reviewed by: scythetwirler
Differential Revision: https://code.wildfiregames.com/D208
This was SVN commit r19287.
Summary: This further improves Petra's handling of citizen-soldier
guards, so that it does not repeatedly add guards when there are few
available workers.
Patch by Sandarac, follow up of aadf9d70f6 (D165)
Differential Revision: https://code.wildfiregames.com/D202
This was SVN commit r19281.
Patch By: bb
Differential Revision: D121
Refs: #4326
Removes the Random.js simulation helper and randomFloat function of the
random map scripts library.
Adds randomIntInclusive and randomIntExclusive to make the calls more
readable and fix and prevent off-by-one mistakes.
Adds randBool and use it in an AI occurance. It will be used in many
places by the random map scripts.
Use the pickRandom function introduced in 3c56638e8b in more applicable
occurances.
Replace remaining occurances of Math.random() with the new functions to
easily test completeness.
Cleanup of the random map script functions will come in a separate
commit.
This was SVN commit r19270.
Use an array instead of string concatenation to avoid duplication and to
enforce newlines on the syntax layer.
Move closeDiplomacy and toggleDiplomacy to openDiplomacy.
Differential Revision: https://code.wildfiregames.com/D183
Reviewed By: bb
This was SVN commit r19268.
Remove duplication and use ES6 startsWith instead of substr.
Differential Revision: https://code.wildfiregames.com/D110
Reviewed By: s0600204
This was SVN commit r19265.
Start the first wave minute 5 instead of 3 so that players have more
time to invest their initial wood.
Add two missing semicolons.
Differential Revision: https://code.wildfiregames.com/D184
Reviewed By: Hannibal_Barca
This was SVN commit r19263.
Summary:
Petra will not add guards when it has a low population, and will remove
any citizen-soldier guards so they can be used for other tasks.
Petra will also use a healer queue for training healer guards, and this
is done mainly so that Petra doesn't clog the villager queue with
healers, as villages should always have a higher priority. Also this
queue could be used in the future for training healer units for other
purposes.
Patch by Sandarac
Differential Revision: https://code.wildfiregames.com/D165
This was SVN commit r19262.
use it to fix an oversight in 1022619d98 (the diplomacy dialog wasn't
updated).
Differential Revision: https://code.wildfiregames.com/D181
Reviewed By: mimo
This was SVN commit r19260.
Summary: Following d9d1f1bbeb the diplomacy window is updated on each
tick, so we can remove the old updateDiplomacy function which now only
updates the player data, and rename updateDiplomacyPanel to
updateDiplomacy for consistency with other windows.
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D172
This was SVN commit r19257.