53883 Commits

Author SHA1 Message Date
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
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
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
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
- 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.
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
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
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