mattsc
d2ecec4db1
Micro AIs: split up Guardian MAI engine file
...
... into a separate file for each animal AI. This is a first step
toward separating the guardian MAIs, as keeping them together is not
needed any more.
2013-10-22 12:52:50 -07:00
Bär Halberkamp
0b16a676f4
Removed a double [filter_attack] in the Skeleton Rider
2013-10-22 18:54:38 +02:00
mattsc
227527ee61
Animals MAIs: rename internal engine functions and CAs
...
This shouldn't affect anything else, it is simply done for consistency
(to reflect the recent syntax changes).
2013-10-22 09:36:10 -07:00
mattsc
51f1546c40
Wolves MAI engine: don't load unused library file
2013-10-22 09:33:46 -07:00
mattsc
a862f928ec
Big Animals MAI engine: don't load two unused libraries
2013-10-22 09:32:10 -07:00
mattsc
fc0fe9ef3f
Wolves MAI test scenario: switch to new animals MAI syntax
2013-10-22 09:05:05 -07:00
mattsc
35e9f62185
Dragon MAI test scenario: switch to new animals MAI syntax
2013-10-22 09:04:51 -07:00
mattsc
ced903bd3a
Animals MAI test scenario: switch to new animals MAI syntax
2013-10-22 09:04:41 -07:00
mattsc
ecc7fc94fe
Swarm MAI test scenario: switch to new animals MAI syntax
2013-10-22 09:04:11 -07:00
mattsc
a41a9fd3fb
Add deprecation message for MICRO_AI_ANIMALS macro
2013-10-22 08:49:46 -07:00
mattsc
e730d94591
Animals MAIs: add individual engine macros for each AI
...
... so that only the code for the animal AI used is loaded.
2013-10-22 08:29:48 -07:00
mattsc
da9512bb49
Animals MAIs: add syntax translation and deprecation message
...
So that the ai_type=animals animal_type=... syntax still works for the
time being.
2013-10-22 08:01:24 -07:00
mattsc
7388dbbee5
Animals MAIs: get rid of animal_type= key
...
The previous value of animal_type= now goes directly into ai_type=
2013-10-22 07:48:32 -07:00
mattsc
361e56c6a1
Micro AIs: split up Animals MAI engine file
...
... into a separate file for each animal AI. This is a first step
toward separating the animal MAIs, as keeping them together is not
needed any more.
2013-10-21 20:15:09 -07:00
Ignacio R. Morelle
038e76ee47
Make the CodeBlocks projectfiles README pretty and not confusing
...
This streamlining should make it easier for people reading this document
to get started without stumbling upon references to old packages that
aren't useful anymore, and it's also verified to work with the latest
CodeBlocks release (12.11).
2013-10-21 04:29:17 -03:00
David Mikos
a3b6759ad0
Add changelog entry for shuffle sides bug fix.
2013-10-21 14:10:36 +10:30
David Mikos
78cf3be5ac
Fix bug 20936 in shuffle sides by reverting d49b183fb1252d913b8ca8afdbc0feec885b793f.
2013-10-21 14:03:45 +10:30
David Mikos
fff592d99c
thunderer melee timings & THoT masked thunderer use new knife sound.
2013-10-21 12:58:07 +10:30
Bär Halberkamp
4c67a45b9c
Revert "Gave the Death Knight and Death Squire proper Skeleton resistances"
...
This reverts commit b8bd9d425962c5ace60fe49f1cf669825dbbbcb0.
2013-10-20 22:55:25 +02:00
Bär Halberkamp
2a9f4cf5b1
updated changelog and players_changelog
2013-10-20 22:08:50 +02:00
Bär Halberkamp
b8bd9d4259
Gave the Death Knight and Death Squire proper Skeleton resistances
2013-10-20 22:02:44 +02:00
Bär Halberkamp
eaf5b0c005
Gave the Death Knight and Death Squire submerge
2013-10-20 22:01:39 +02:00
David Mikos
59c5fe7d8f
New knife sound for thunderer line melee. Made by Zookeeper.
2013-10-20 23:54:05 +10:30
David Mikos
3c86e74ce9
Fix missing WML frames config in Thunderer.cfg
2013-10-20 10:20:11 +10:30
Andrius Silinskas
d1992fd228
Don't lock a gender selection in MP if no leader and gender were specified.
2013-10-19 17:46:26 +01:00
fendrin
c040ea4bea
Consider "Hold Position" units in endturn handling.
...
Do not show the dialogs for missed units if they are told to hold
position.
Changed the string in the dialog that asks about units which have not
been moved at all to be different to the one in the dialog that asks
about units which have still movement left.
2013-10-19 15:13:25 +02:00
fendrin
e579bca3ef
Fix spelling in comments.
2013-10-19 15:13:25 +02:00
fendrin
28029ae78c
Catch some border cases of the "disable" special.
...
Disables weapons when only one is available as well.
Initialize the "disable" member in every constructor.
Set the "disable" special status also for the ai codepath.
The commit also fixes a memory hole.
2013-10-19 15:13:25 +02:00
fendrin
e2006f2bad
Handle out of range weapons like "disable" ones.
2013-10-19 15:13:25 +02:00
fendrin
549a29a4fe
min_range and max_range attribute in [attack] for multihex range.
2013-10-19 15:13:25 +02:00
fendrin
eb5bda51a7
Code formating.
2013-10-19 15:13:24 +02:00
fendrin
98f1585abe
Fixed wrong spelled weapon special in a comment.
2013-10-19 15:13:24 +02:00
fendrin
e26f4f3bc5
Don't skip the current viewed variation to avoid shuffling.
2013-10-19 15:13:24 +02:00
fendrin
67bb876ffa
__remove= attribute. Deletes tags when merged.
...
A wml tag with the attribute set to yes will not be merged into but
delete the tag in the final merge result.
2013-10-19 15:13:24 +02:00
fendrin
cd515e2f5f
Fix spelling mistake.
2013-10-19 15:13:24 +02:00
David Mikos
8eee8d1cbd
make campaign units use new chill and shadow wave animations.
2013-10-19 13:11:38 +10:30
David Mikos
2c2fd5ed6e
set x/y offsets for new chill and shadow wave animations for lich.
2013-10-19 12:50:57 +10:30
David Mikos
377d100626
use new chill and shadow wave animations for ancient lich.
2013-10-19 12:44:13 +10:30
David Mikos
3634bca191
use new chill and shadow wave animations for lich.
2013-10-19 12:20:07 +10:30
Bär Halberkamp
eb380f7b96
Updated changelog and players_changelog
2013-10-19 01:57:49 +02:00
Bär Halberkamp
2d5827786a
ran wmlindent
2013-10-19 01:54:32 +02:00
Bär Halberkamp
b4c951dfbe
Updated the Necromancer animations
2013-10-19 01:53:47 +02:00
Bär Halberkamp
342467739f
Updated the Dark Sorcerer's animations
2013-10-19 01:41:09 +02:00
Bär Halberkamp
2649efb76a
updated MISSILE_FRAME_CHILL_WAVE macro
2013-10-19 01:26:37 +02:00
Bär Halberkamp
0ddcaa06c7
Macrofied the chill wave and shadow wave projectiles
2013-10-19 01:19:37 +02:00
David Mikos
b4dc511e9c
make illuminates halo 80% opaque of original for visibility in game.
2013-10-19 09:37:39 +10:30
David Mikos
f1f96f5d45
dark adept animation change for distinction of range attacks.
2013-10-19 09:33:05 +10:30
mattsc
0505e93509
SotBE S6: move transport ship movement code to Lua AI
...
Only the moves are done by the AI at this time, as it is currently not
possible to determine the best hexes onto which units should be
disembarking in a replay-safe way from within the AI. We are working
on that functionality though, so no WML code doing this is added at
this time either.
2013-10-17 13:18:48 -07:00
mattsc
ec69b0f186
SotBE S6: modifications to map (water hexes only)
...
Ensure that the transports can get to within one move of their landing
sites by moving on deep water surrounded by deep water only.
2013-10-17 13:18:48 -07:00
Bär Halberkamp
4d6092679f
Committed Major's fixes to the spearman north bob
2013-10-17 10:51:36 +02:00