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.