David Mikos
bd4ce5d11c
AnimationWML: fix code for halos in additional shorter frames persisting on screen.
2013-10-12 00:35:20 +10:30
Turuk
36e8d558d5
SotBE S2: Cliché killed.
...
The battle began removed.
2013-10-11 00:21:11 -04:00
mattsc
6488017b57
SotBE S2: make turn limit to hold out dependent on difficulty
...
... so that it is actually harder on nightmare than on easy.
2013-10-10 20:32:02 -07:00
mattsc
b43b8586ec
SotBE S2: display "hold out until Turn X" message 1 turn earlier
2013-10-10 20:22:10 -07:00
mattsc
5279c4f698
SotBE S1: adjust gold for medium difficutly
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So that it is halfway between easy and hard.
2013-10-10 20:18:19 -07:00
mattsc
3ee7232d58
SotBE S1: move western central village one hex south
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This is done so that it does not make a difference whether one gets a
quick wolf rider or not.
2013-10-10 20:16:41 -07:00
mattsc
1387482df9
SotBE S3: check if unit to recall is on recall list, not map
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search_recall_list= defaults to 'no' in [have_unit]
2013-10-10 20:07:34 -07:00
David Mikos
d6dc00c200
AnimationWML: match hit and miss sound args properly for ATTACK_ANIM_* macros
2013-10-10 15:17:08 +10:30
David Mikos
1bcbb0d95e
AnimationWML: finish removing depreciated 'begin' tag from frames in data/core
2013-10-10 15:01:12 +10:30
David Mikos
59546bc9cd
Fix segfault on delete of last save. Bug #20845
2013-10-10 12:30:33 +10:30
mattsc
66e2823086
SotBE S7: [ai]village_value= is meaningless without a side leader
2013-10-09 18:55:34 -07:00
mattsc
8b103b8786
SotBE S8: remove unnecessary keys from [side] tag
2013-10-09 18:53:08 -07:00
mattsc
fdac7d7c5e
SotBE S7: remove unnecessary keys from [side] tag
2013-10-09 18:52:57 -07:00
mattsc
ef0ffef5b0
Prevent crash of replay started from start-of-scenario save
...
Start-of-scenario saves in 1.11 do not contain the [replay_start] tag
any more because its contents are identical to the starting situation.
As a result, the tag needs to be created during the start-up sequence
of a scenario. Whether this is necessary was previously decided by
checking whether the scenario snapshot was empty. This works when the
scenario is started by finishing the previous scenario. However, when
the start-of-scenario savegame is loaded, the snapshot is not empty.
Thus, we need to check whether the snapshot is empty OR whether the
turn number in it is less than 1.
2013-10-09 15:09:29 -07:00
Nils Kneuper
389a155e12
updated Greek translation
2013-10-09 20:32:05 +02:00
flix
68c3221a49
Fix a typo.
2013-10-09 16:02:24 +02:00
flix
828c4bfb6b
Modify lua function find_cost_map
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- Add optin to use current moves instead of max_moves.
- Output a quadrupple
- Optional table for a standart location filter
2013-10-09 15:30:42 +02:00
Andrius Silinskas
cb6b0798df
Added a lock for side controllers in mp::connect.
...
The lock is associated with "controller" attribute in SideWML.
The lock can be explicitly set by using a "lock_side_controllers"
attribute in ScenarioWML. If attribute won't be set, it would default to
"Use map settings" parameter.
2013-10-09 08:59:10 +01:00
Andrius Silinskas
025565622d
Removed code for never fixed feature.
...
The reason for remove is that code has been refactored and to implement
a similar feature one would have to take a different approach.
2013-10-09 08:59:10 +01:00
David Mikos
913c6cb693
bubadadabum: UTBS - dark assassin unit WML update
2013-10-09 00:52:14 +10:30
David Mikos
971dde985a
Animation WML: fix unit/macro WML for sound start time in additional frames without duration 1 work around.
2013-10-08 19:31:31 +10:30
David Mikos
e994f92fa3
Animation WML: fix code for sound start time in additional frames without duration 1 work around.
2013-10-08 19:19:39 +10:30
flix
516154c3d1
Refactor ai-test-suite (python script).
2013-10-07 20:25:41 +02:00
flix
6472560ca7
Pass unreach_is_ok in move-action.
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to surpress E_NOT_REACHED_DESTINATION in GOTO_CA.
2013-10-07 17:13:51 +02:00
flix
c630bb2e1a
Check for victory when killing a unit. (debug)
2013-10-07 16:12:11 +02:00
mattsc
3c5aab0c25
SotBE S6: make it impossible to block gelleon landing sites
...
Previously, if you had a unit on the transport galleon landing site,
the galleon would not be able to unload its troops. Now, the unloading
condition kicks in when the ship gets to the landing site or if ends up
next to an enemy unit.
2013-10-07 06:19:32 -07:00
mattsc
813f70e164
SotBE S6: give units 2 MP after disembarking
2013-10-07 06:19:31 -07:00
Ignacio R. Morelle
2990819325
units.w.o: Upload to baldras.w.o instead of asheviere.w.o
2013-10-07 02:32:14 -03:00
mattsc
aa2b5c3839
SotBE S6: don't need 'landed' variable any more
...
The previous commit makes this unnecessary.
2013-10-06 20:27:14 -07:00
mattsc
18c9fd858a
SotBE S6: simplify the transport galleon code
...
It was much more complicated than it needed to be.
2013-10-06 20:23:01 -07:00
mattsc
beac96055d
SotBE S6: transport galleons now return after delivering troops
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They now go back to the hex from where they came (bottom left corner)
and disappear, rather than hanging out at the delivery point without
doing anything.
2013-10-06 19:50:49 -07:00
mattsc
55b0626bdf
SotBE S6: remove unnecessary keys from [side] tag
2013-10-06 17:23:45 -07:00
mattsc
9efbf47dd3
SotBE S5: remove unnecessary keys from [side] tag
2013-10-06 17:16:30 -07:00
flix
d42e949a39
Update manpage.
2013-10-07 02:14:25 +02:00
mattsc
48f99bdddd
SotBE S4: add recruiting of Troll Whelps back in
...
This was accidentally deleted in the previous commit.
2013-10-06 17:13:05 -07:00
mattsc
181e398b78
SotBE S4: remove unnecessary keys from [side] tag
2013-10-06 17:07:39 -07:00
mattsc
990961c0bd
SotBE S3: remove unnecessary keys from [side] tag
2013-10-06 17:05:06 -07:00
mattsc
8caa0dfad3
SotBE S2: remove unnecessary keys from [side] tag
2013-10-06 17:02:24 -07:00
flix
5bb392f455
Rename "--repeat" to "--multiplayer-repeat".
2013-10-07 01:52:04 +02:00
flix
a3af62c136
Add key save_on_negative_income.
2013-10-07 01:24:10 +02:00
mattsc
c76eef0698
SotBE S6: use only one variable to store away the shamans
2013-10-06 15:43:16 -07:00
flix
4b13787d9b
Change behavior of recruitment_save_gold.
...
It will now use the minimum of a team-ratio and a own-ratio
to prevent cases where side1 recruits until the begin-threshold
is reached and side2 will never recruit anything (assuming
side1 and side2 are allied AIs)
2013-10-07 00:37:13 +02:00
mattsc
e0125c50bb
SotBE S6: remove an event that does nothing
2013-10-06 15:08:12 -07:00
mattsc
a53f1e60a6
SotBE S6: remove key set to default from [unit] tag
2013-10-06 15:03:39 -07:00
mattsc
c680706056
SotBE S6: clear variable 'random' after use
2013-10-06 15:02:04 -07:00
mattsc
bb3709ffbe
SotBE S6: remove HUMAN_PILLAGER macro
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This can also be done with the UNIT macro.
2013-10-06 14:59:04 -07:00
mattsc
45d76a325b
SotBE S6: remove GRUNT_DEFENDER, ARCHER_DEFENDER macros
...
This can easily be done with the existing UNIT macro, esp. since
random_traits=yes and generate_name=yes are the defaults anyway.
2013-10-06 14:50:39 -07:00
Turuk
4531783ec0
SotBE S1: wmlindent ran to properly format
2013-10-06 15:05:49 -04:00
flix
4c9372d76b
Avoid "logo is too big" error if --nogui is used.
2013-10-06 18:33:11 +02:00
flix
961c97f622
Add command line parameter "--repeat <arg>"
...
This will repeat a --multiplayer game <arg> times.
This is useful for batch testing with --nogui.
2013-10-06 18:23:21 +02:00