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.