CanAttack queries the miraged Resistance which did not exist, thus
failing.
This mirages Resistance explicitly (fixing parts of #5883)
Fixes 88549e77e1, reverts the mirage.xml change in 738b200dda
Refs #5883
Reported by: Asger_Spear
Differential Revision: https://code.wildfiregames.com/D4001
This was SVN commit r25517.
Also moves the function to the shared_script, since that is the
prototype it uses and the function doesn't use anything of the
terrain_analysis (as per @Angen's request).
Differential revision: https://code.wildfiregames.com/D3906
Comments by: @Angen, @wraitii
This was SVN commit r25511.
As noted by Angen in a26535d023, refs 3bcf360107
When starting with incompatible mods, the non-incompatible mods were no
longer shown. This fixes that.
I think the code looks cleaner from this new control flow that
explicitly only mounts "mod".
Tested by: Angen
Differential Revision: https://code.wildfiregames.com/D3996
This was SVN commit r25510.
This leaves them with 'Structure', undifferentiated. This avoids the
issue reported in #6096 that rams can try to hit unreachable buildings
indefinitely.
Based on a patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3684
This was SVN commit r25481.
Reduces the 'clumpiness' of units, particularly when ordered to move to
a single point. The minimum pushing force was increased to compensate.
Differential Revision: https://code.wildfiregames.com/D3978
This was SVN commit r25479.
I didn't quite understand what was supposed to happen here. This makes
things work as before.
While at it, fix a conversion bug & do some more tweaks.
Differential Revision: https://code.wildfiregames.com/D3990
This was SVN commit r25475.
- Non-visual replays now automatically try to load the replay mods. This
removes the annoyance that -mod=public usually had to be passed.
- MountMods is no longer called in InitVfs but later, making it possible
to load the game in one pass & simplifying things considerably.
- Explicitly ignore duplicates when loading mods
- Interface cleanup: failed mods and incompatible mods were redundant,
only incompatible mods is kept.
- Interface cleanup: `AreModsCompatible`becomes
`CheckForIncompatibleMods`, which becomes a private pure function,
simplifying the control flow somewhat.
- Interface cleanup: `CheckAndEnableMods` is just `EnableMods`, which
explicitly updates loaded & incompatible mods.
- `CacheEnabledModVersions` becomes private and is called on behalf of
the user, removing the need to be careful about updating that (fixes my
concern at 44ec2e324e)
Overall, the logic around mounting & enabled mods should be easier to
understand.
Differential Revision: https://code.wildfiregames.com/D3982
This was SVN commit r25474.
Sometimes PetraAI relies on UnitAI state of an entity, but those were
not changed after modifying UnitAI.
Introduced in ea96e81098 and 3579097d95.
Differential revision: https://code.wildfiregames.com/D3976
This was SVN commit r25468.
Refs c0157d613d / D3913 which removed the 'actions' suffix. The reason
for this suffix was probably avoiding this type of conflict, but this
new solution does a better job.
Fixes (at least) Survival of the Fittest, which used an
OnOnwershipChanged trigger.
Differential Revision: https://code.wildfiregames.com/D3979
This was SVN commit r25467.
This was already effectively the case, so this change increases
coherence.
Accepted By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3980
This was SVN commit r25465.
Ranged cavalry goes from a base 0.89 walkspeed multiplier to:
- 0.8 for crossbowmen
- 0.85 for archers
- 0.9 for javelineers
The intention is to nerf archers slightly.
Patch By: Nescio
Accepted By: ValihrAnt, chrstgtr
Differential Revision: https://code.wildfiregames.com/D3758
This was SVN commit r25464.
Reverts D2986 / f9f7b4d49f.
Outposts have 90 base vision, increasing to 120 with the 'Carrier
pigeon' technology.
Outposts no longer decay in neutral territory, thus not needing
garrisoning. To compensate, they decay 10x faster in enemy territory.
Differential Revision: https://code.wildfiregames.com/D3898
This was SVN commit r25463.
Avoids recreating an object and frequent casting.
Allows some optimisations.
Simplifies some calls.
Differential revision: https://code.wildfiregames.com/D3934
Comment by: @Stan
This was SVN commit r25460.
If a default difficulty is given by the map, use that. Else use the
default of the game.
Patch by: @JCWasmx86
Differential revision: https://code.wildfiregames.com/D3951
This was SVN commit r25455.
This allows joining a lobby game hosted on the same network (behind the
same NAT gateway).
This is relatively primitive to keep things simple: if the server and
the client have the same public IP, it is assumed that they are on the
same network and the client instead requests the local IP.
Differential Revision: https://code.wildfiregames.com/D3944
This was SVN commit r25448.
The entity received a value modif. message while promoting, triggering a
second promotion.
Differential revision: https://code.wildfiregames.com/D3918Fixes: #6162
Comments by: @Angen, @Stan
This was SVN commit r25439.
Patch by: @nani
Liked by: @ffffffff
Tested by: me and @Langbart
Differential Revision: https://code.wildfiregames.com/D3957
This was SVN commit r25436.
Also refactors the order a bit to be more equal to other orders.
Removes the `autocontinue` because it was not useful (since that is more
about doing other tasks than the one ordered).
Follows ea96e8109897addf2aa7.
Differential revision: https://code.wildfiregames.com/D3942
Tested by: @Langbart
Fixes: #6175
This was SVN commit r25421.