516 Commits

Author SHA1 Message Date
Celtic Minstrel
aaa2dc4ece Rollback possibility of wesnoth.get_units matching recall list units
Now it's renamed to wesnoth.units.find_on_map.

wesnoth.units.find implements the case of finding units on either the map or a recall list.
2019-11-15 22:39:09 -05:00
Celtic Minstrel
977f05d77f Lua: Replace uses of deprecated (moved) unit functions
Also backtracked the removal of wesnoth.get_recall_units, which is now available as wesnoth.units.find_on_recall - it's just more convenient than passing x=recall to wesnoth.units.find
2019-11-15 22:39:08 -05:00
Severin Glöckner
5ee5920cbd ANL: remove direct use of overlay, switch to objects 2019-11-14 16:53:37 +01:00
Severin Glöckner
e29287eeee MP: switch to map_file
[ci skip]
2019-10-12 16:51:10 +02:00
josteph
70d82817a0 mp_create_game: Show map preview if scenario has "map_file" and no "map_data"
See #4397
2019-10-10 21:33:11 +00:00
josteph
d154cf14a6 Auction X: Don't shuffle the center side 2019-10-08 21:02:34 +00:00
Severin Glöckner
5a51c56985 MP 5p Wildlands: more tweaks
- use faction=custom
- no upkeep for side 5
- fix operator precedence in objectives

[ci skip]
2019-09-25 18:36:07 +02:00
Severin Glöckner
f32fda8073 MP: use prestart for objectives
that's good practive, because in other cases the player might press ctrl+j
and see the default objectives instead.
Also, as in these cases it's know that there is exactly one enemy, say so.

[ci skip]
2019-09-20 19:29:27 +02:00
Severin Glöckner
5cfe19ec8c MP Wildlands: add proper objectives
Default objectives are not correct here.

[ci skip]
2019-09-20 19:18:35 +02:00
Severin Glöckner
3289517599 MP Wildlands: fix wrong village_gold
Map description remonnecs 1 village_gold.
Otherwise player 5 is disadvantaged, who has always none.

[ci skip]
2019-09-20 19:17:44 +02:00
Severin Glöckner
bf5aee42de MP Wildlands: set more AI settings
including experimental AI

[ci skip]
2019-09-20 19:15:34 +02:00
Severin Glöckner
bf6b74ad69 MP Wildlands: use no_units_left
and don't show gold stats, as they are not relevant.

[ci skip]
2019-09-20 19:14:24 +02:00
Severin Glöckner
b73435f096 MP: team names for 5p Wildlands
…rather than just a number.
[ci skip]
2019-09-20 14:35:18 +02:00
Severin Glöckner
3d604d2045 MP: use sand scuttler instead of scorpion
Has the same resists as the old scorpion.

[ci skip]
2019-09-20 14:14:06 +02:00
Severin Glöckner
af762efd9e MP: undef scenario-level macro
[ci skip]
2019-09-20 13:43:33 +02:00
gfgtdf
5cb93694c6 move loyal overlays to the loyal trait
since the recent changes to overlays= in particular 1a7724e5472,
e71033374c35 and b2cd1cf6c [unit]overlays= is no longer the
recommended way to add an overlay and the use of the
apply_to=overlay effect is reccomended instead, so adding it
to the [trait] is the most natural option here.

this in particular fixes #4058 . Also people simply forgetting the
IS_LOYAL macro was a not-so-uncommon cause of bugs.

In some cases people want to give the LOYAL trait without giving the
loyal overlays for those cases i added a optional OVERLAY parameter to
the {TRAIT_LOYAL} macro, also heroes should now use {TRAIT_LOYAL_HERO}
instead which uses the hero overlay. The IS_LOYAL and IS_HERO macros are
no longer needed in combination with those traits.
2019-08-25 20:36:35 +02:00
Severin Glöckner
c19fd94bf0 ANL: use default AI
main difference: Lvl 2 units are recruited in lategame

[ci skip]
2019-08-17 23:58:31 +02:00
Pentarctagon
6efdd1e9ab Remove extra sprite on hex 48,17.
Fixes #4242
2019-08-16 16:49:36 -05:00
Severin Glöckner
65b113fb7a ANL: less message spam 2019-06-24 02:57:21 +02:00
Severin Glöckner
4e75b21127 ANL: activate experimental AI 2019-06-24 02:57:15 +02:00
Severin Glöckner
2e57d9b170 ANL: alternative solution for Guard Problem
This avoids not only luring them on weak terrain,
but also luring them out of the way.
2019-06-23 15:41:05 +02:00
Severin Glöckner
dead6d723c Revert "ANL: also protect Guardians from losing defense by luring out"
This reverts commit b943ecb178042804fdc3d00ca281adc8ff9aadeb.
2019-06-23 15:40:41 +02:00
Severin Glöckner
b943ecb178 ANL: also protect Guardians from losing defense by luring out 2019-06-18 00:30:49 +02:00
Severin Glöckner
0ca9dc540f ANL: get name from player instead of leader 2019-06-18 00:30:49 +02:00
Severin Glöckner
2c06fb587e ANL: using second portrait for flavor
In this scenario, the player has only two types. Chances are
that the message for freeing a trapped unit may be spoken by
two Spearmans.
2019-06-15 23:32:49 +02:00
Severin Glöckner
b849adb0da ANL: switch Drake and Gryphon
Drake has an weakness to pierce, which the goblins use.
On the other hand, it has impact resist and does fire damage,
good against WC and skeletons. Thus the side switch.
Because both are quick units and close to each other it won't
confuse players either.
2019-06-15 22:26:52 +02:00
Severin Glöckner
8eaeecfd25 ANL: clear more variables on exit 2019-06-14 04:45:18 +02:00
Severin Glöckner
bdbb9664fc ANL: disable diplomacy actions towards yourself 2019-06-14 04:45:18 +02:00
Severin Glöckner
3925acd82f ANL: applying refactoring changes to other files
Changes from the research refactoring can also be applied here:
- only storing sides gold instead of the whole side
- removing helper variable for loop
2019-06-14 04:45:18 +02:00
Severin Glöckner
04d32e5d96 ANL: research options – check if choosen option is a change
Don't consume MP if the same option was choosen.
Also removed unneccessary code by using 1.13 additions.
2019-06-14 04:45:18 +02:00
Severin Glöckner
acc17f310c ANL: refactor variable
- store only what is needed
- free variable
2019-06-14 04:45:17 +02:00
Severin Glöckner
2683563fb3 ANL: use loyal trait to mark the lack of upkeep
Then spiders got an extra side
The Lvl 0 ones never pay upkeep and got their own macro
The Lvl 2 Guards got the loyal trait

That way it's clearly communicated that all these units don't pay
upkeep, without being obstrusive about the fact.
2019-06-14 04:45:17 +02:00
Severin Glöckner
69b293ce91 ANL: use core macros within anl macros 2019-06-14 04:45:17 +02:00
Severin Glöckner
238f07c779 ANL: use seperate side for spiders
not necessary, side effects:
 - it's obvious that they don't cost upkeep
 - no vision sharing of the caves with the enemies
 - can also attack the enemies though that probably won't happen
2019-06-14 04:45:17 +02:00
Severin Glöckner
213ba8585c ANL: use loyal guardians and adjust income in return
Killing a guardian (the guards or a spider) punished the player,
because the AI then doesn't need to pay upkeep anymore for that unit.

That has been changed, and as the AI has thus less cost, the income needs
adjustments too:

The following has been taken into account:
- the guardian units had upkeep costs of 7g
- the AI has 3-4 villages, each worthy 1g of village_support
  * before turn 7, the AI can't recruit Lv 1 units. From turn 9 it recruits
    exclusively Lv 1 units.
  * This means in the early game the AI payed just 4g upkeep for the
    guardians and when it managed to recruit 3 Lv 1 units it was equal to 7g
- in the late game the AI may need more money in general, as Lv 2 units are
  expensive. The fact that the AI gets 50g in turn 17 means that the income
  is too low to buy the units normally.

The general idea is to have with this change same amount of money in the
early game and the same or more in the late game.

To address the above:
- 4g less income
- the Lv 3 spider is usually killed in each game, often before turn 7. It's
  seen as compensation for the village_gold
- The income of the AI is increased in relation to the turns. From turn 15 on:
  Each turn one of the AIs gets +1g income – in average +1g income each 4 turns.
2019-06-14 04:45:17 +02:00
Severin Glöckner
e5ba221c7a ANL: income lock no longer required 2019-06-14 04:45:16 +02:00
Severin Glöckner
b2b9a90022 ANL: refactor income change
This opens up the possibility to change the income
2019-06-14 04:45:16 +02:00
Severin Glöckner
f11020db51 ANL: avoid unnecessary unstoring 2019-06-14 04:45:16 +02:00
Severin Glöckner
9042ced2a4 ANL: leaders take advantage of player's castles / villages 2019-06-14 04:45:16 +02:00
Severin Glöckner
48e2493359 ANL: disable swamp trick
- by building a house between the swamp and the guardian the restriction
  could have been bypassed. And because attacking a unit next to the swamp
   has higher priority compared to capturing the house it's not very dangerous
- also use the same macro for guardians and leaders movement restrictions
2019-06-14 04:45:15 +02:00
Severin Glöckner
e258bea9bd ANL: code cleanup 2019-06-14 04:45:15 +02:00
Severin Glöckner
036d5e0732 ANL: new objectives screen 2019-06-14 04:45:15 +02:00
Severin Glöckner
0263189ea1 ANL: simplified help
- looks better without image
- no options where they are not needed
2019-06-14 04:45:15 +02:00
Severin Glöckner
c25c22098e ANL: use unsynced help menu 2019-06-14 04:45:15 +02:00
Severin Glöckner
8de92f5d92 ANL String changes
Remove hint, as map settings are now forced (thanks to new 1.13 feature),
and remove dot from objectives, as the usually use none.
2019-04-29 23:03:36 +02:00
Severin Glöckner
494c3cd5f5 ANL: scale image in menu to same size as the others
[ci skip]
2019-04-29 23:03:36 +02:00
Wedge009
4c2babc144 Consistent (non-)capitalisation.
Race names seem to be mostly lower-case. Bramwythl the Wose is capitalised because it seems to be a title.

[ci skip]
2019-04-17 13:53:08 +10:00
nemaara
0cd6f5238d Change various references of mermen to merfolk 2019-04-14 11:30:49 -04:00
Severin Glöckner
59a6b77d02 ANL: lose MP when freeing captured unit
This is the old behavior, which was lost when assigning the prisoner side to
both teams.
2019-03-16 10:24:41 +01:00
nemaara
c9e7da8773 Dark Forecast: fix boss spawns not occurring 2019-03-14 00:53:14 -04:00