Background pause does require a game restart to take effect.
Adding function to update it on runtime since only place where it is
used is in main.cpp.
Differential revision: D4181
Fixes: #6236
Tested by: @Langbart
This was SVN commit r25866.
Metadata are stored in an object {} making check for key in the object
irrelevant, since not existing key will result in returning undefined
value.
On top of that, merging metadata existance if condition into returning
statement.
Differential revision: D4195
Reviewed by: @Freagarach
This was SVN commit r25862.
Differential revision: D4209
Since some revision wraitii will probbaly know, I am not going to look
for it, guiobjects require exact data type so casting does not work when
it is not done beforehand.
Error reported by Stan.
Now installing pyromod should not trigger errors.
This was SVN commit r25849.
Introduced in c87229aa48, FindWalkAndFightTargets returns after the
first UnitAI finds a target, instead of also querying the rest of the
members.
Differential revision: https://code.wildfiregames.com/D4208
Comments by: @Stan, @wraitiiFixes: #6260
This was SVN commit r25847.
Attack orders can be and looks like are pushed in front of formationwalk
order.
That is generally also logic in single entity behaviour.
In case formation gets destroyed and then target dies, attacker is
supposed to stop attacking target immediately.
That essentially leads to getting to old formationwalk command, what was
not issue for packable units until 674cdae166, that introduced
formationcompoennt into the order.
Hovewer abandoning this order without being in formation makes more
sense. Probably this one and FormationLeave should be FORMATIONMEMBER
specific commands and error out in INDIVIDUAL state, but thats too much
refactoring and potential rabbit hole.
Differential revision: D4206
Reviewed by: @wraitii
Accepted by: @asterixFixes: #6263
This was SVN commit r25845.
Since 3d7af82328 PetraAI constructed many ships (and cavalry) because
they have the "Ranged" class and we didn't check for "Infantry" anymore
when training workers.
Basically a patch by: @Angen
Differential revision: https://code.wildfiregames.com/D4193
Reviewed by: @Angen
Refs. #6250 by fixing the ships case.
Fixes the concern on 3d7af82328.
This was SVN commit r25828.
PetraAI can't cope with that and it may be a suprise for other players
as well, when a captures production entity has autoqueue enabled.
Differential revision: https://code.wildfiregames.com/D4185
Refs: #6213
This was SVN commit r25819.
Fix map not generating with nubia and steppe biomes (Missing farmsteads
and mercenaries)
Fix an oak being placed no matter the biome and use a biome tree instead
Use the goat instead of a sheep for the alpine biome.
Refs: 4de9c4c164, #6180
This was SVN commit r25816.
I had used a debug image which I left in and which looks broken.
Removing it defaults to the normal 'missing preview' 0 A.D. image which
looks more correct.
Differential Revision: https://code.wildfiregames.com/D4172
This was SVN commit r25801.
Settings like Landscape, Daytime & team placement are map dependent. If
"random" map is chosen, we first must select the map before selecting
these.
This wasn't done correctly and so starting "random" map that picked e.g.
Unknown could fail.
Biomes were already correctly handled.
Reported by: langbart
Fixes#6227
Differential Revision: https://code.wildfiregames.com/D4173
This was SVN commit r25800.
e0800bc092 introduced a `repairable` toggle, but did not mirage that
function, meaning one could not repair an allied miraged structure.
Reported by: Langbart
Patch by: Freagarach
Refs #6226
Differential Revision: https://code.wildfiregames.com/D4171
This was SVN commit r25799.
Prevents overflow in some translations, and aligns it better with the
tip image.
Patch by: Langbart
Fixes#4754
Differential Revision: https://code.wildfiregames.com/D4167
This was SVN commit r25793.
Updates the map previews of all the Best for MP maps & Empire
This removes the fancy mainland biome switch because it was the only map
to do that and we lack the tools to automate it.
Differential Revision: https://code.wildfiregames.com/D4159
This was SVN commit r25789.
- Actually win at the end, thus advancing the campaign
- Count rams properly
- Show the ready button for the city-phase when cheating.
Reported by: langbart
Fixes#6188
Differential Revision: https://code.wildfiregames.com/D4161
This was SVN commit r25788.
Too similar to either Nearestern Badlands or Mainland.
It seems better to remove it from the filter for this release.
Differential Revision: https://code.wildfiregames.com/D4160
This was SVN commit r25787.
Link to the forums instead of solely the known issues. We have an FAQ
button already, and there are fewer known issues than in the past.
Remove the bit about formations, which isn't really relevant anymore,
and instead add a request for contributions.
Differential Revision: https://code.wildfiregames.com/D4156
This was SVN commit r25785.
The pathfinders are not aware about turn time, and pathing becomes quite
poor with such low turn rates, leading to units that take much longer to
move than they used to.
Until the pathfinders are updated, we should refrain from using very low
turn rates on actual units.
Refs #6142
Differential Revision: https://code.wildfiregames.com/D4163
This was SVN commit r25784.
The campaign screen currently shows both the name of the run (selected
by the user) and the name of the campaign. This is, by default, the
same, and thus looks weird.
Reported by: langbart, marder
Tested by: marder
Differential Revision: https://code.wildfiregames.com/D4158
This was SVN commit r25780.
The graphical interface will show autoqueued units as 'ghost' units so
the player gets immediate feedback on what's happening.
The autoqueue disengages if it runs out of resources or entity limits:
this reflects that the autoqueue cannot resume on its own.
By changing the spot where the autoqueue pushes items, the autoqueue no
longer 'buffers' one unit in advance, but remains very slightly less
efficient than manual queuing. This also prevents cheats from leading to
a ton of units accidentally being created.
Accepted By: Freagarach
Refs #6213
Differential Revision: https://code.wildfiregames.com/D4144
This was SVN commit r25779.
There was an issue in 07e44a75a1 that made the game details mostly red
with incompatible mods.
This fixes that: now only the 'Mods' title is red, and I added specific
text to highlight why it's colored that way.
Based on a patch by: Langbart
Differential Revision: https://code.wildfiregames.com/D4153
This was SVN commit r25778.
When tasked to gather, entities looked for resources close to their
current location when the target was invalid (e.g. full).
Now on forced orders the entities will look for resources close to that
order's location, when possible.
Differential revision: https://code.wildfiregames.com/D4146Fixes: #6085
Reviewed by: @Imarok
Tested by: @Langbart
Comments by: @marder, @Stan, @wraitii
This was SVN commit r25776.
Introduces a new helper to place mines. use it on 'Best for MP' maps for
stone and metal.
The amount of metal will scale with the # of players, and will place
slightly more mines overall for fairer distribution.
This should make 1v1 and 4v4 more playable on these maps.
Differential Revision: https://code.wildfiregames.com/D4148
This was SVN commit r25772.
Both maps were using extremely high smoothness setting, that did nothing
but lag extremely.
Differential Revision: https://code.wildfiregames.com/D4150
This was SVN commit r25770.
New loading screen tips. Update for the pictures and the text.
Patch by: marder
Reviewed by: Freagarach
Some based on work of: wowgetoffyourcellphone
Fix#6191
Differential Revision: https://code.wildfiregames.com/D4107
This was SVN commit r25767.
- Hellas_biome isn't a RM but as a JSON script it does load, and then
silently fails on mapgen. Explicitly fail.
- Fix player.js when a valid position cannot exist.
- Fix unknown.js when landscape isn't set in the settings.
Reported by: vladislavbelov
Refs #6180
Differential Revision: https://code.wildfiregames.com/D4147
This was SVN commit r25765.
- Arctic biome was much too bright with postprocess (error in
717a9d0252)
- Change sun angle in Nubia to make the grass less yellow at default
camera angle
- Change sun angle in Steppe to make the game look less flat at default
camera angle.
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4145
This was SVN commit r25764.
There appears to be an SDL issue with linux and X11 that causes Keydown
events to be sent immediately when 0 A.D. gains focus. This can loead to
Alt-F4 quitting 0 A.D. immediately upon focus gain, such as when another
application was quit via Alt-F4.
The typical bug case was:
- Open 0 A.D.
- Open another app
- Alt-F4 other app
- 0 A.D. immediately receives alt-F4 as well and exits.
Since SLD handles this hotkey natively via SDL_QUIT, it seems easier to
default to "no hotkey", as that fixes the problem.
Reported by: Imarok
Fixes#6092
Differential Revision: https://code.wildfiregames.com/D4132
This was SVN commit r25762.
And slightly reduce the desaturation since it now looks better.
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4139
This was SVN commit r25758.
- Make Savanna and Nubia have a .25 Forest probability.
- Remove brightness changes from HDR, this made postproc look too
different, particularly on Savanna
- Lower postproc impact on constrast/saturation for the same reasons.
- Lighten up Aegean, Alpine, Savanna, Nubia, slightly darken Arctic
- Make Aegean water a bit bluer. Likewise lightwen Savanna water.
- Fix the sun elevation/rotation on Nubia, Sahara and Savanna
- Remove the HDR settings of Cantabrian Highlands
- Remove the water/HDR settings of Corinthian Isthmus RM
Comments by: marder
Differential Revision: https://code.wildfiregames.com/D4124
This was SVN commit r25757.
- Max garrison reduced to 20, like fortresses (caps the capture regen
rate)
- Can construct rams
- Cost an additional 100S/100M
The capture stats have been tweaked but there's no fundamental change.
See also D4080
Differential Revision: https://code.wildfiregames.com/D4109
This was SVN commit r25756.
This is intended to make a deathball of elephant archer less OP, as the
units are difficult to mass but really strong once that is done.
See D3599 for larger changes.
This was SVN commit r25755.
Autoqueue can ignore entity limits like Heroes, because AddItem does not
check for them, only commands.js. This changes that, fixing the
autoqueue.
Reported by: Player of 0AD
Tested by: langbart
Refs #6213
Differential Revision: https://code.wildfiregames.com/D4133
This was SVN commit r25753.
The Reference Suite (Structure Tree, Civ Info, Viewer) wasn't taking
into
account civilization- or team-bonus auras when calculating entity stats.
This wasn't really a problem (for Vanilla 0AD) prior to a18d97b047, as
civ-bonus auras don't exist in Vanilla 0AD, and our team-bonus auras
didn't
apply to the owning civ before that change. Now they do, the Suite needs
to
take them into consideration.
Differential Revision: https://code.wildfiregames.com/D4093
This was SVN commit r25751.
They were all set to hidden-by-default as part of b7ff371d00, only there
wasn't anything to tell them to unhide when we actually want them. This
commit
fixes that.
Differential Revision: https://code.wildfiregames.com/D4114
This was SVN commit r25750.
Following 40cbde1925, the minimum pushing force is 0.2. This also
happens to be the maximum pushing force any pair of units can exert on
each other, so they can freely overlap instead of being pushed.
This tweaks settings slightly to fix that problem.
Reported by: marder
Differential Revision: https://code.wildfiregames.com/D4129
This was SVN commit r25748.
The structTree, in case of errors, could have enough items to draw to
trigger an OOM failure in the Arena allocator.
This fixes that by hiding elements by default and some c++ memory
optimisation (mostly, this should make all platforms take the same
memory footprint for VisibleObject).
Discussed with vladislavbelov and s0600204
Differential Revision: https://code.wildfiregames.com/D4114
This was SVN commit r25746.
Redo 09a33b6626.
When the host set te 'best for mp' mapfilter and a non-default maps,
ordering issues bugged things out.
This handles things slightly better.
Fixes#6208
Differential Revision: https://code.wildfiregames.com/D4121
This was SVN commit r25741.
As no default values got set, some game settings became NaN, which
triggered exceptions.
This sets sane default.
This also includes better debugging logic in case of exception, so it's
easier to know what happens.
Fixes#6200
Reported by: langbart
Differential Revision: https://code.wildfiregames.com/D4113
This was SVN commit r25736.
This is unexpected and does not seem particularly useful/sensical.
Patch by: pszemsza
Fixes#5214
Differential Revision: https://code.wildfiregames.com/D3929
This was SVN commit r25733.
- Settings weren't sent to the server when mapfilters change.
- Because of ordering issues, the 'multiplayer' mapfilter would be
activated at the wrong time and things would go haywire.
- Likewise, selecting a non-default map with a non-default filter
wouldn't work well.
Fixes#6208
Differential Revision: https://code.wildfiregames.com/D4111
This was SVN commit r25731.
Formation controllers that were about to be destroyed could bug out.
It's plausible this bug would also happen with regular units, but
couldn't reproduce.
Differential Revision: https://code.wildfiregames.com/D4110
This was SVN commit r25730.
Follows 9a3da390b9 / b5bbed4690.
Forge technologies are cheaper in A24, but still too expensive to use
directly, making the forge not immediately useful.
This changes the technologies from 2 levels to 3, and further decreases
costs.
Instead of 600/400 then 900/600, costs are 200/100, 350/250 then
500/400. This makes the Town Phase techs immediately accessible, and
lengthens impact of City Phase with stronger late techs.
Iberians and Mauryas had a special "wootz steel" tech that gave
swordsmen +20% damage, this is folded into the 3rd level. I have not
changed the effect because the tech was cheap, but we shall see.
Patch by: Nescio
Comments by: borg-, Valihrant
Differential Revision: https://code.wildfiregames.com/D3679
This was SVN commit r25726.
Increases consistency, unlikely to be overpowered. Temple and Fortress
were considered but found risky of being too strong.
Patch by: langbart
Differential Revision: https://code.wildfiregames.com/D3994
This was SVN commit r25725.
Their lowered prepare time (since c78ead79e6) makes them too good at
hit-and-run, they should be slower since a crossbow is encumbering.
Accepted By: ValihrAnt
Differential Revision: https://code.wildfiregames.com/D4096
This was SVN commit r25724.
When switching scenarios, teams should always be reset.
Do nothing in skirmish mode.
Reported by: Stan
Differential Revision: https://code.wildfiregames.com/D4104
This was SVN commit r25723.
Elephants go from 2150 real HP to 2100 against Hack and 1700 against
Pierce.
The intention is to make them more vulnerable to range (and somewhat
spearmen as well).
Suggested by: Valihrant
Differential Revision: https://code.wildfiregames.com/D4058
This was SVN commit r25721.
This overall decreases the deathball effect from units walking to each
other a bit.
- Fix formations - this cleans up a UnitMotion hack for formations,
making it possible to increase pushing ranges without breaking closely
knit formations like testudo.
- Make MINIMAL_PUSHING and the MOVE_EXTENSION configurable, and add a
STATIC_EXTENSION as well.
- Increase the pushing range significantly, making units sparser.
Differential Revision: https://code.wildfiregames.com/D4098
This was SVN commit r25708.
- Rename to subalpine to fit the theme better & tweak tooltip
- improve the shore textures
- remove the snow dir texture which contrasted too heavily.
Differential Revision: https://code.wildfiregames.com/D4027
This was SVN commit r25701.
- Change the grass actor, which was too lighting dependent and heavy on
performance
- Change the main terrain texture which was quite noisy
- Change shore textures to be more seamless.
Based on a patch by: marder
Differential Revision: https://code.wildfiregames.com/D4025
This was SVN commit r25700.
Switch some logic from C++ to JS in PREGAME for player assignments. Refs
#3049Fixes#6204
Reported by: Imarok
Tested By: Imarok
Differential Revision: https://code.wildfiregames.com/D4092
This was SVN commit r25699.
Reverts D1762 / 014c2922f2.
Because any territory connected to a root does not decay, this made it
possible to anchor CC territories by adding a fortress somewhere, thus
making it much, much harder to push against an enemy territory.
This led to a much more turtley gameplay and overall made the game
worse.
For now, I do not reintroduce the larger territory range (which was
reduced in 014c2922f2).
Differential Revision: https://code.wildfiregames.com/D3989
This was SVN commit r25697.
Add flaring on the map and resize the minimap buttons.
Target marker and button by Stan.
Reviewed/Commented by wraitii, elexis, vladislavbelov
Refs: #3491
Refs: #57
Differential Revision: https://code.wildfiregames.com/D1751
This was SVN commit r25691.
As a side effect of 6b7a80b260, this is now trivial to do.
We don't (currently) have any aura-based civ bonuses in Vanilla 0A.D.,
but hopefully modders will find it useful.
This was SVN commit r25690.
(The `civ` key (in the team bonus aura templates) was added in
190d6e7cf5 for the
purpose of identifying which aura belongs to which civ. It's no longer
used.)
Proposed by: @Nescio
Comments by: @Freagarach
Refs: 190d6e7cf5
Differential Revision: https://code.wildfiregames.com/D3864
This was SVN commit r25689.
This shows off the new maps, and shows off campaigns in a straighforward
manner.
Differential Revision: https://code.wildfiregames.com/D4020
This was SVN commit r25684.
Forgotten in c012888e2a. This is useful for campaigns that would want to
use the full gamesetup, and in general makes the gamesetup slightly more
flexible.
Differential Revision: https://code.wildfiregames.com/D4082
This was SVN commit r25683.
Food/Wood techs now cost Wood and metal (with food techs being slightly
less expensive as they provide less bonus). Metal/Stone techs now cost
Food and Stone instead of Wood and Metal, reducing the load on those
resources, and making Stone slightly more critical.
Initial work by: Nescio
Accepted By: chrstgtr, Valihrant
Differential Revision: https://code.wildfiregames.com/D3704
This was SVN commit r25682.
- Support biomes
- Hills, forests, food & metal mines won't spawn on the isthmus anymore,
to avoid obstructions and make things a little fairer
- Stone mines spawn only on the isthmus and players start only with
small stones
- Tidier forests
- The central passageway is sometimes slightly offset left/right
- The central passageway is surrounded by a walkable shallow, which
prevents effectively walling the actual passageway.
- Widen the river slightly.
Overall the intention is to make the map less of a turtle-fest, though
it remains chokepointy by nature.
Differential Revision: https://code.wildfiregames.com/D4062
This was SVN commit r25681.
- Denser forests
- frozen lake biome gets some watery holes in there, just to make it
slightly more mazey.
- Tweak the lighting of the specific biomes to avoid overexposing the
ground textures.
Differential Revision: https://code.wildfiregames.com/D4073
This was SVN commit r25680.
- Slightly denser forests with the new helper
- good default biome for African Plains in Atlas.
Differential Revision: https://code.wildfiregames.com/D4072
This was SVN commit r25679.
- reuse settings from the temperate biome
- More wood / slightly denser
- replace the aleppo pine with the Fir, looks better
- Rework the terrain textures
Differential Revision: https://code.wildfiregames.com/D4061
This was SVN commit r25674.
- Support the 3 african biomes.
- Bigger forests (same # of trees overall)
- More hills/watering holes, more animals there.
Differential Revision: https://code.wildfiregames.com/D4060
This was SVN commit r25673.
The new texture is less visually intrusive thus a better general fit.
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4026
This was SVN commit r25671.
It looks bad on the summary graph, and might need further adjustments in
general.
Discussed with: @Langbart, @Imarok, @wraitii
cc @wowgetoffyourcellphone
This was SVN commit r25658.
The pathfinder computations are run asynchronously (and potentially on
the main thread) in-between simulation turns, thus reducing
pathfinder-related lag considerably in common cases.
To make this most efficient, the number of paths computed during a turn
via MaxSameTurnMoves is reduced from 64 to 20.
This has a hard dependency on the obstruction manager (via the vertex
pathfinder) not being modified in-between simulation turn (or to put it
more generally on the simulation state not changing outside of turn
computation), otherwise results will be non-deterministic and go OOS.
This is currently entirely safe (as in, it indeed does not happen that
the simulation state changes in-between turn), but future work towards
improving simulation sandboxing would be good.
Thanks to Kuba386 for maintaining & improving the patch in 2020
Thanks to everyone who tested the various iterations of this patch.
Fixes#4324
Differential Revision: https://code.wildfiregames.com/D14
This was SVN commit r25657.
Prepare time is the time between an attack order and the arrows actually
flying.
Archers go from 500ms to 800ms standard, making them slower to fire than
other ranged units, and making them slightly harder to micro against
e.g. raids.
Javelineers go from 750ms to 400ms, for the opposite effect.
Crossbowmen, as a 'special' feature, get 200ms, meaning they fire their
first volley really fast despite their long repeat rate.
This also standardizes all javelineer units to have 1250ms repeat time.
Differential Revision: https://code.wildfiregames.com/D4050
This was SVN commit r25655.
The terrain update introduced large actors for both small and large
stone and metal actors. This replaces the small ones by the appropriate
small actors.
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4057
This was SVN commit r25654.
This makes it easier to have more forests with fewer trees, or fewer
larger forests.
Differential Revision: https://code.wildfiregames.com/D4059
This was SVN commit r25653.
In case mod is missing some required field, for example label or version
for some reason, mod page would stop functioning.
Adding default to empty string in list and filter.
Differential revision: D4028
This was SVN commit r25639.
This allows switching to the gamesetup, with a harcoded map, from the
campaign screen. Lets player sets up a few things (e.g. their civ &
favorite AI), which can be convenient for some simple campaigns that
lack options.
Differential Revision: https://code.wildfiregames.com/D4039
This was SVN commit r25636.
Since it is very non-trivial to determine which mods change checksums
and which don't, this relies on modder goodwill (and on verification on
our end for signed mods).
The declaration is an optional "ignoreInCompatibilityChecks" boolean in
mod.json
Also rework slightly the MP lobby mod display to always show the host
mods in a clear manner.
Differential Revision: https://code.wildfiregames.com/D3968
This was SVN commit r25634.
Fix some language elements, add some details, and update to SVN specs.
Make the window wider to have the first phrase take a single line in
English/most languages hopefully.
Differential Revision: https://code.wildfiregames.com/D4049
This was SVN commit r25633.
The champions these structures built were not very usable in practice
because of their limited build rate.
Apadanas are a special case since they grant resources, their limit is
increased to 2 and their resource rate divided by two (this reduces
their economic impact early on, but increases their potential military
impact).
The preferred solution would be giving apadanas a pop count, but that
does not work very well right now given that they grant resources and
can still be built.
Patch by: Valihrant
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3897
This was SVN commit r25627.
Refs 42c70cd508, be286d4345, refs #5106
The introduction of "turn time" in A24 has been pointed out as a
gameplay change that made rushing less viable, and made the game more
turtley overall. Combined with other changes in the same direction, this
was seen by several top MP players as a step back.
Increasing turn times to 14 for infantry makes them somewhat irrelevant,
and a value of 10 for cavalry makes them noticeably more reactive while
keeping a little speed debuff.
Champions have a lower value, and heroes keep their lower values still
to prevent a reintroduction of 'dancing'.
Patch by: Valihrant
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3971
This was SVN commit r25626.
It was underpowered and too costly.
Patch by: borg`
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3698
This was SVN commit r25625.
The intention is that while mercenaries are still difficult and costly
to train, they are more effective in their particular niche.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3699
This was SVN commit r25624.
The significant slowdown in train times, particularly for infantry
resulted in an increase in the # of barracks and overall contributed to
shifting towards a defensive, turtley gameplay.
Cavalry was already reverted in 8bd7a4f4b5.
Reverts parts of D2866/8726a2abbf.
Patch by: ValihrAnt
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D4033
This was SVN commit r25623.
Use a more memory-efficient layout, reducing memory usage and speeding
things up considerably.
Patch by: smiley
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D4021
This was SVN commit r25622.
This allows picking 'random' on a bunch of maps known to be playable in
MP, with the hope of increasing variety in actual maps played.
Discussed with players on the balancing forums.
Differential Revision: https://code.wildfiregames.com/D4012
This was SVN commit r25617.
Because the page stack is a vector, if during PushPage, a new page is
pushed, the vector may re-allocate. This 'pulls the rug out' from
underneath the code stack that originally pushed, which then crashes.
To fix this, use a deque, since push/pop won't invalidate references.
Reported by: Imarok.
Based on a patch by: Imarok (tests are his)
Differential Revision: https://code.wildfiregames.com/D4037
This was SVN commit r25616.
Variants can now have limited or no diversity. This can occasionally
speed rendering slightly (5-10% FPS increase was reported on Combat Demo
Huge, which is very variant-heavy).
Reported by: bb
Based on a patch by: bb
Fixes#5831
Differential Revision: https://code.wildfiregames.com/D3035
This was SVN commit r25613.
As the available biome was a Set, pickRandom didn't work.
Reported by: Langbart
Refs #6190
Differential Revision: https://code.wildfiregames.com/D4036
This was SVN commit r25611.
Kushites should not have a bolt accuracy upgrade in arsenal, as they do
not have the ability to produce bolts.
Fixes#6167
Patch By: Langbart
Differential Revision: https://code.wildfiregames.com/D4035
This was SVN commit r25609.
This patch decreases the popScaling so that the easy AI difficulties
have lower targeted population.
And it also decreases the size & priority of the attacks from the easy
an very easy AI.
Refs: #6149
Differential revision: D3997
Patch by: @marder
Tested by: @Langbart
Comments by: @wraitii, @Freagarach
This was SVN commit r25600.
Let PetraAI use MatchesClassList more.
Differential revision: https://code.wildfiregames.com/D2150
Reviewed by: Angen
Comments by: Stan
This was SVN commit r25584.
To allow incorporating more options, this splits the graphics settings
into two tabs, one containing general options (such as
silhouettes/windowed), and one with more advanced settings.
Accepted by: asterix
Differential Revision: https://code.wildfiregames.com/D3985
This was SVN commit r25581.
Disable AO on quarried objects as its arguably broken.
Adds a second uv in case it's enabled again to prevent crashes in Atlas.
Use normal instead of parallax for the texture that do not have height
information.
This was SVN commit r25576.
Summary: Ran into this when testing things in the lobby - I'm not sure
it can happen if everything is working correctly, but I've had it
repeatedly when testing broken stuff. Feels safer.
Test Plan: ^
Differential Revision: https://code.wildfiregames.com/D4018
This was SVN commit r25574.
- Update the stone and metal mine meshes and
textures/skins/gaia/decal_quarry_sahara_a.png
- Slight tweak to the steppe grass
- Add some ptol eyecandy
Templates will come in a following commit.
This was SVN commit r25556.
Following D3108 / 876f6d5e50, sounds are attenuated by their actual
distance. However, as noted by players on A24, the dropoff is stark and,
when zoomed out, can easily result in not hearing things that are
happening in the middle of the screen.
The new default settings almost double the max-range, change the minimum
range to have greater dynamic range, and reduce the stereo depth
slightly to better match the default camera FOV.
These are stored per sound-grounp, possibly allowing future tweaks on a
per-soundgroup basis, and are configurable.
Tested by: Imarok
Discussed over mail with: Samulis, Porru
Differential Revision: https://code.wildfiregames.com/D3612
This was SVN commit r25547.
Structures now decay in the same time span, including walls/palisades.
This buffs houses/storehouses against capture slightly.
Exceptions:
- Fortresses decay 4 times slower (but, as of now, they are also
territory roots).
- Wonders decay 4 times slower.
Differential Revision: https://code.wildfiregames.com/D3993
This was SVN commit r25539.
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.